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sharkwithlasers

71
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105
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A member registered Apr 28, 2019 · View creator page →

Creator of

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nice deductions! great work, thanks for playing!

Glad you enjoyed it! yeah, I think that some of the rules are a bit contrived (like the red +'s and the yellow x's), so more feedback would be helpful.

I'm also glad you liked those two levels, they are my favorites as well :)

Ahhh sorry about that! It's funny how one doesn't account for different interpretations of interaction when making a game. I definitely think there could better feedback in the game to show this. Perhaps even calling attention to the number.

Thanks for playing!

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I really like this multiple-answer approach to puzzle solving! I got 10 out of 12 and feel very satisfied with how I did.

fun puzzles and great mood! I really enjoyed this!

Hey there, I just added an explanation of mechanics dropdown in the description, I hope that helps!

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thanks for playing!!!


ahh yes, I can add that detail. I didn't add it this year because it is implied (if you add an event day between two events...then it becomes one big event). But it seems that explicitly stating that would help out!

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Hey folith, the game will let you know when its been solved. (Note that events can wrap around a week (for example, Friday-Saturday-Sunday-Monday is one 4-day event, not two 2-day events hahah)

Thanks! It means a lot!

That's a fair assumption (About the numbers as another dimension)

Haven't played Hexceed, but it reminds me of Hexcells! and yeah, I think the countdown method makes sense. I'll need to try that postjam

Thanks! I agree that the numbered shapes need more feedback as well

Great game! I like how the enemies can both help and hurt you! and the artstyle works well too!

That was a very relaxing experience, great work!

Great game! I love the physicality playing on and modding an arcade cabinet. And I like the choice of resetting the level when you remod the game. Makes it pretty puzzle-y!

Great work!

Thanks! I did use the Shape plugin. Agreed, that pentagons and hexagons could be hard to tell. For colorblindness, I did use a color-blind friendly color palette: (the Okabe-Ito palette: https://thenode.biologists.com/data-visualization-with-flying-colors/research/). However, I do agree that color alone is not good enough of as a sole indicator for gameplay purposes. What would be better is if each color had its own unique subtle texture like this (from Geri Coady's Color Accessibility Workflows).

You are correct that the puzzles have multiple solutions. I do think with more constraints, the solutions could be more unique.


And the constraint with numbers in it means that that shape can only have that many neighbors (so because the two green shapes have two neighbors each (when they require one), the solution is incorrect). There's definitely more visual feedback I could give to convey this mechanic.

Thanks for the detailed feedback!

Very cool take on the bullet hell genre! Love it when a mechanic has multiple purposes (blocking bullets as well as damaging the enemy). And the artwork and music are fantastic too!

I think my one nitpick is that it's a bit hard to get the ball going at the start of the level...maybe there could be some downtime or initial momentum at the start?


Overall, great work!

Super fun game! I really liked the visual presentation, super crunchy and juicy. It was a lot of fun weaving around little squares!

I'm not entirely sure what the point of combining the enemies was and what exactly the gun did (or the difference between the two). I'm guessing that combining the enemies gave you a higher score, and the guns just destroy enemies?

Overall, great work!

This was a lot of fun, I really like how the slimes interact with one another.

Great work!

I really like this style of puzzle game! Really clever idea! I like that the number of combinations possible makes this hard to brute force, though I did stumble upon some solutions with fully understanding what I did that beat level.


Overall, great work!

Great work! The mechanic is very intuitive once I got a handle on it. Took me a while to finish level 7, but I really liked the solution once I figured it out!

I like that in this game, unlike most sokoban games, when an end reaches a wall, it doesn't mean that its stuck there. 

Very original mechanic, and I think that the extensions you came up with were very clever! Figuring out how to beat "Exchange" was very rewarding. (Got stuck on "Crosses" though). 


Great work! With more time, I think you all can turn this into something special!

What a cute game! Love the artwork! It's pretty neat that the mechanic that gives you protection, also makes you easier to hit! It did take me a couple tries to understand why I was losing (because a nonplushie part of my ship got hit).


Great work!

Great puzzles! There were some real head scratchers in there! Very impressive to come up with those puzzles in the span of a weekend.


The minor nitpicks I have are, I wish there was an undo button (though it's definitely tough to get that in due to time constraints) and I think that instead of cycling through each parent blob w/ space, you could use something like Q/E to go back/forward through the parent blobs?

Overall, great work!

Incredible puzzle design and showcase of mechanics! And a great way of marrying two existing puzzle games along with the theme! I'm super impressed.

I haven't beat the game yet, but I plan on returning to it soon.

Thanks! I used a spline that glues Bezier Curves together in a smooth way.


I basically followed the paper here: https://www.math.ucla.edu/~baker/149.1.02w/handouts/dd_splines.pdf

Nice work! I really liked the details that distinguish the planets (like gravity and atmosphere).

What a cute, relaxing experience! Naming the regions was a nice touch (I'm guessing they are procedurally generated too?). And I also felt that the pitch up/down mechanic was super well done!

Great work!

Awesome puzzles! I wish I could finish it but I'm too dumb lol. Maybe I'll give it another shot later.

The mechanics were super intuitive and some of the consequences of these mechanics were really cool too!

Great Game! I really liked the animation w/ the hammer and anvil. I could totally see this being expanded into crazier rhythms / time signatures.


I will say however, that I think the tutorial had a bit too much explanation. I also think that having to create 10 shovels at the end of the tutorial was a bit redundant.


Overall, however, great work!

Great game! I really liked the polish and the fact that you can balance having towers with doing damage yourself! Good work!

Great polish! I liked the control scheme as well as the sound design (that effect that happens when you boost is cool!) Also a fan of the way you presented the controls (just left and right mouse, no tutorial text). very elegant!


I think my only gripe is that i died suddenly and I don't know why. I guess from reading these comments a farmer shot me or something lol.