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RhetHypo

15
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15
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A member registered Jan 15, 2022 · View creator page →

Creator of

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This game was primarily based on an idea I wanted to experiment with; a maze that actively regenerates as you navigate it. I found that, at least as it is implemented here, it tends to be frustrating with a lot of ramming into walls and trying to manipulate the corridor spawns - and it's also not a very obvious mechanic if you weren't the one who coded it.

IIRC, to actually win, you need to find and return a few gems to their central pedestals, and then a portal opens. That's it, it's not very long and there isn't much of a story. A larger version definitely could benefit from some narrative, but I think the basic mechanics need work before committing to something like that. Perhaps a way to more actively reset the maze? Or actually fight back against the enemies, and maybe at least a few different types for variety?

Unfortunately, I think the code I used for this game is lost, due a crash and not having been significant enough to have bothered putting under version control. To revisit the idea, I'd need to rebuild the whole game from scratch. I think I could fairly quickly with how much I've learned since making it, it's just the time investment and lack of plans for a more cohesive game, at the moment.

Thanks! This game was kind of a rush job because I had some personal issues that took most of my time during the jam, but I still wanted to get something out since I committed to doing the jam. The lack of a proper tutorial really hurts the accessibility, but I have still really enjoyed getting all the feedback for when I revisit this game idea with enough time to really flesh it out.

A lot of fun, I could definitely see myself playing this as a proper paid game.

...I kind of wish Toby wasn't always watching.

There are a whole lot of ideas I have that didn't even come close to getting added because of exigent circumstances. A tutorial might have been one of the things I should have invested some extra crunch time to add, though.

Thanks, I'm not so sure I'd go as far to call it "great", personally.

I had a lot of personal stuff happen during the jam, so I was mostly focused on getting something out the door that at least worked. A tutorial at the start would indeed have been a great addition to help indicate what is happening and why, though if I do end up adding that I might also just clean up the interface in general so it's less distracting, and add some animations for buying and selling so that's more clear.

Found all the bombs and got to the "exit". Pretty straight forward once I noticed some of the elevators.

Odd choice that you can accelerate faster in the air than on the ground, though. It felt really slow rolling around after learning that.

I could have made it more clear, but the idea is you control the top line, and you can consume shapes to increase your level, sell them to get credits, or buy shapes from the store with credits. It's a rudimentary economics simulation.

Yeah, it really isn't that different, as is, but it was something I wanted to try out after I got the idea. 90% of it ends up just being normal tetris.

The primary difference I noticed is that you can very easily fish for line pieces, and often delay using them until you can get a tetris. The other is that it is really easy to accidentally get a game over by passing a turn while a piece is still in the starting zone.

Very creative, yet morbid, little game. I initially thought the goal was to block the red blood cells, only to realize that, ironically, that's the opposite of what you want to do, as it slows down the collection of plaque.

A full version could track throughput of red blood cells, so that while getting bigger makes it easier, it's not the end goal itself. Then reduce the number of red blood cells and increase their speed, so the challenge is stopping enough of them to create a blockage. Different levels could have different speeds, different existing build ups of plaque, and branching or connecting paths. Just some ideas that come to mind.

Very neat little game, overall.

It is odd that you can command multiple cats, but clicking on another cat will halt the previous cat's movement until it is selected again. You could even theoretically stack commands before then selecting all cats to have them move concurrently.

It's quite a lot to attempt for a game jam, but I could envision a game where you have commandable but slightly finicky units that you need to organize towards accomplishing certain objectives.

The only real pain point I had was selecting the cats. The move icon can make it look like I'm hovering over a cat, even though I'm not. Other than that, really nice little game.

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Thanks for the feedback!

I added a better indication that this is intended behavior. Using the charge button has an increasing chance of causing an error that locks up controls, and must be cleared with the error button. Now, an alarm plays, and the error button label flashes until the error is cleared.

This is exceedingly high praise for what is probably the lowest effort game I've ever posted. Thanks, lol.

There seems to be a bug with the silver paddle powerup, though I'm not sure yet under what circumstances it occurs. Will fix when I figure out the issue.

I am doing some work to not just add more powerups, but rebalance the multi powerup via the odds of getting it. It's currently kind of the default powerup, and since it doubles all balls, it becomes a little op.

Though given this screenshot, I think I'll just add a cap at like 8 balls. Anything more is excessive, and can become unstable.

This is incredible! I uploaded this game yesterday, and you already made a video with gameplay. That's a level of hustle I can only aspire to.

I was actually planning on shelving this project, but between your feedback and the feedback from some other people, plus some more ideas I had, I think I'll be trying to improve this a bit more before I move on to other projects.

Until then, thanks a bunch for not only playing my silly little game, but making a video! It is beyond flattering.