Yeah, that’s how it’s supposed to work - I made this game a while ago so tbh I might have done a bad job balancing it, haha.
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No worries, weird - the way the game works, if you take an enemies tile, you get that tile, and all adjacent tiles flip so if they were the enemies color they become yours and vice versa, while all adjacent empty tiles are claimed by you. The way you’re describing it, is this what happened?
When I try to download this through the desktop app, it doesn’t give me an option to download the actual game, only supplementary files - could you tag the main game as windows, so that the app should recognize it?
The walljump is a little finnicky, yeah - you need to hold the button against the wall, the tap jump.
Also I'm not sure for your other question - the way the game works is the button timer goes down as long as the key is held, and each timer maxes out at 1 second. Theoretically tapping it would work, it'd just drain for as long as you tapped.
Hope it was ok for you, regardless!
You have the incredible ability to make games that make me panic.
On a serious note, this is really well done! It feels very 'out of control' without making the game worse for it. Not to mention the BG music is really snappy, I'd honestly listen to it on it's own.
My only complaint is the really high difficulty - I couldn't get past the first level. But, for a jam game that's totally excusable. Good job overall!
Thanks! I was worried about the difficulty, but I think it turned out as being more 'difficult but fair' than 'annoyingly difficult'.
Also as for the blocks - that was mostly to make the levels look more interesting, but I didn't want to implement slopes so I just kept the whole rectangle collider. Probably not the best decision, but it's not gamebreaking or anything
I really like this idea, and the presentation as a manual page is really creative. My biggest issue is that the interface feels a little hard to navigate, with a bunch of text at the bottom it's not always easy to tell at a glance what's going on. I think using the icons more in the inventory interface might have helped. Still, cool idea! I'd love to see this expanded on in the future
Huh, that's weird - I'll make a windows build, that might fix some of the issues if you want to try playing it again
EDIT: Can't edit it until after the jam is over, sorry about that. Maybe try resizing the screen?
A really interesting take on the theme, it was really well presented, and I didn't expect a more narrative-heavy game for the jam. My one complaint is that I felt like whatever I typed didn't influence things that much, a lot of the time I hit 'enter' without typing anything in and the game progressed just fine. Maybe I missed some important story beats because of that, idk. Still, well done!
Really fun! The presentation especially was great, though I felt like dying to the projectile enemies was a little bland sometimes - you hit the projectile and just get a game over screen, it would have been fun to have more feedback there. Still, definitely enjoyed it!