I liked it, and it reminds me of the incredible machine games. I could see having the vents blow side ways or platforms that move, etc. as additional obstacles to control.
Rob Lane
Creator of
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I think reducing your size (file and world) would help during the jam, the starting area is about as much as I would normally spend playing a game I'm unsure about. I stopped playing in the second area after I found a large dark statue, it just felt empty. I think showing off your intent and mechanics will help 'sell' your game better.
For those not on Windows, I'm not either. Most of the Windows builds run fine under wine.
A nice build of a classic. Something I would toy with is the shadow block, as it feels like a tutorial that doesn't go away. Maybe each round the opacity drops, or a toggle for a more challenging mode? As is, I can definitely loose some free time to this. I also didn't catch the line color mechanic on the first play-through. I like your idea about using color range as a difficulty, what about using it as an in-game tutorial? First round or two has two colors, then up to your standard 4-6.
Game play is good, and the overall feel reminds me of the games from the mid 90's. Something that would make the play more intuitive is to swap the up and down keys, that way your hose movement direction matches the key direction. I think a change I would make sooner than later is pausing the game play while in shop, so you can't fire hoses in the background by mistake.
