The mechanics here are cool, but the fight definitely needs to be rebalanced - Taking no upgrades at all, you can still run up to the boss and kill him before he even fires the first wave of projectiles.
Setadokalo
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I liked this, I enjoy the paper's please style of gameplay. I do think that this game lacks some challenge though - a big thing about paper's please is that you're also expected to work as *fast* as possible, since there's a time limit on identifying people for the day and more successful screenings gives more money for food/heat/medicine. I think having a time limit on screening each person or something similar would really help this game.
Haha, I was pushing to get more gimmicks in, but in the end we had somewhat of a late start and just didn't have the time. I think it did us well to have to explore the simple interactions of these two block types for puzzlemaking, though - simpler is often better, after all, and I don't think either of us had much experience making puzzles before this!
oh yeah, I like this. This has crunch. I like the direction you took the masking, and the level design was pretty cool. My only real complaint would be in the first big level with the maskable switch, it's *extremely* easy to softlock and have to reset the level if you miss a jump or miscalculate a masked area.
Thank you! I hadn't thought of doing that, that could be helpful, though it would have also forced us to leave out our favorite hidden trick:
Spoiler warning!
If you stand in an area you're masking out and start rematerializing the tiles starting at your feet, you can climb up a tall tower very quickly.
The character controller feels like we're constantly dropping inputs for no reason, hitting the attack button slightly early completely fails to attack at all - not a great feeling when the attack is already quite slow, and any mistake means instant death. It's also pretty frustrating to not know what's in the other world until you mask/unmask, and potentially die because there was a wall there and you didn't know about it (even after playing a level before, it's hard to keep track of the *exact edges* of tiles you can't even see).
The concept and art are quite good, but the gameplay left me frustrated, and the lack of saves or any kind of health in the boss fight made me abandon it at the third teleport.
I think the evidence is all there to solve this, but I think it would be very helpful to have some indication of how wrong you are, or at least what guesses you've made. After the first couple guesses it's easy to lose all sense of who's possibly guilty. I also think the characters' reactions to the evidence should be stored in your evidence log as well.
Fun game, though the game started glitching out after a few minutes. At first the music just stopped playing after ~4:18, but then later the ground graphics started glitching out - it seems like it was warping around? I'm not sure. That might have been because I wandered too far from the origin, though, not the timing. Still fun, but the powerups don't feel very powerful.


