I was thinking of making them hurt you, but based on the looks of the enemies it didn’t make much sense…
ProSmashy
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I already know where’s the bug, you get teleported to the “void” at 0,0 and that happens if I want to replace the empty tile with let’s say stone, but at the exact same moment the map is “repaired” then there are no empty tiles to put the stone tile on, so the stone tile will spawn on 0,0, and then when the area is randomly destroyed the empty tile just spawns on top of whatever tile was there at 0,0, and that tile doesn’t get destroyed And since I randomly put the player back(it has a chance to teleport you on that stone) and that’s in the upper-right corner… anyway thanks for providing such detailed feedback :)
I like the concept of both gamemodes, but they are both a bit hard, on the first you keep going upwards, and then stop, I’m not saying it’s impossible it’s just you have to time it just right so you don’t hit the upper “platform” and then you need to escape the bottom one, you could make it a bit easier by making it so you just fall instantly when you turn off the main power… Anyway let’s move to the 2nd gamemode which is a bit easier, but it’s just that the carry-over of the previous mechanics takes too long… But overall a really challenging game
Really creative idea, there were a few bugs with crouching like if you crouch and fall on spikes you don’t die, and speaking of death, the animation is nice, but it just takes too long to get back to play, and sometimes it wasn’t clear if I’m gonna make certain jumps or not, and the font is litteraly unreadable, but other than that, the game is quite enjoyable :)
Really interesting concept, but you could have made that the power you have to deliver on each pole has its voltage written as value X+-Y like if you want a tower that needs 8V minimum, and would overheat at 12V, you could have it written like 10+-2, or just have either minimal-8V, optimal-10V or overheat-12V value without +-, because you encourage us to make it in as few moves as possible(which is exacly the Tower of Hanoi), but I spent like half of the time figuring out how much voltage does each pole need, which was a bit tedious
Really well made game, the operation complete looks so satisfying, and I love how you sort of mixed puzzle game and a boss fight, but I think that you should have made enemies a bit easier to kill, or give them a health bar, it feels so amazing to shoot and kill them, but it can be a bit tedious to shoot each enemy like 5-6 times, without knowing will it die, I don’t even know how many health they had, but you spend as much time to kill a single enemy as you are killing a boss
The game is far more easier on the controller, the only difficult part is the first 2 jumps, but after that the game is rellativly easier, the movement and jumping are super responsive, however this game does need a few fixes the main things would be a tad higher jump, and some music. And I know the charather has a hair/cap, but does that really have to be in collision box?
I love the idea - but the execution is not so perfect, so here’s some feedback:
- Give players the reason to use “superpowers” - because as for now the game is playable without them
- Define the area - I think that this game would be a bit more interesting if you have to get down some kind of tower instead of just trying to figure out where are the largest pits
- Make it more obvious what the player is supposed to dodge/stand on.
Well your game definitelly looks like this: https://store.steampowered.com/app/498330/Cats_are_Liquid__A_Light_in_the_Shadows/
Anyway, I love how you progressivly get more and more buttons to mess around with xD
This is such a unique concept, but I would suggest you put the player in the dark first as to not get bombarded with bullets as soon as you start the game, also I noticed that first 2 levels look exactly the same(one additional enemy) which is kinda weird, but overall a really fun and well made game for your 1st jam :)



















