Discord: randomphantom#6331
Email: randomph@gmail.com
Thanks again for organizing :D
Sorry, I meant the mechanics for gradually losing control (other than the obvious end state) are a little opaque to grasp (as thematic it may be) e.g. its a little unconventional to have a reducing timer over time / reset in the reaction time due to taking damage. So half of the time is not being sure what's happening in the game (which I guess is the point?). I do think that you've represented that out of control theme really well.
The mechanic is really quite lovely, although I find the "running out of controls" more tacked on than suiting the mechanic. Its a little clunky though with some offscreen spawning of the flowers, and the orbs randomly changing into fire to cause a quick end. This is quite an inspiring entry though! One thing to note, its not very clear that you can press and hold a key to grow.
Very well done puzzler, takes a little getting used to the controls (you can't pop a stack >1 per turn). The puzzles seem to not increase in challenge rather seems a little random. One idea to explore for a level - using the exit that's locked as a way to skip a turn. The sound when dying is a little harsh. Other than that, great gem of a game!
Thanks for your feedback, I didn't anticipate players to do it one by one, that must have felt more like tedium than fun!
Planning to do the "gmtk thing" where I put two things close to each other such that players discover they can get sucked together. Was thinking of a time limit and a hard failstate to force that as well.
Looks neat, a little hard to understand though!
*Upon a replay, managed to finally grok what was happening, got a score of 22. It capture that out-of-control feel nicely. My quibble would be that when I press the lever while the patterns line up, there's a slight lag such that if an ingredient is on its automatic way, it will not trigger the potion pull. Tutorial notwithstanding, I think the rest is quite intuitive other than the ingredients travelling by themselves to the pot (which didn't make sense) and having some leeway at the start (e.g. starting players at the green zone) so player gets a chance to learn the ropes a little before dying.
Really great concept! There's a bit of enemies attacking from offscreen happening (even when zoomed out lol), maps could be a bit tighter to force strategic play. Its cool that chests affect the movement. Nice shopkeeper and items to balance out the gameplay so you don't get too screwed being a pawn.
Superb pixelart (great work from Crowno), great audio. The tilting when you get hit is great, but its cool that you did the punch move which moves you to the enemy as well so that helps a lot! I somehow lost a direction key near the end which disappeared from the screen, thankfully the punch move saved the day. You could say it was out of control. Gameplay is well done with nice hit frames, variety of enemies. Great work!
Nice take on the out-of-control population type games. Hoped that the character could move a little faster though and the slimes kind of get bunched up which makes it impossible to move. Neat artwork with really cool personalities for each of the slime colors! I love the interactions with bombs and enemies and food pellets.
Its an interesting concept! Kinda reminds me of Persona in some ways. The artwork and character design is really neat though, and I like the gameboy shader ramp effect!
Its not very clear what (PMQ) results in what effect in the dream world though. The platforming is kind of floaty and the character kind of drifts around (although that can be blamed on the PMQ result lol), gets caught on ceilings when jumping, etc, so it can use some work.