What a delight! The animations are lovely, and I love how the puzzles are based on your perception!
I'm a bit stuck on the computer (after inputting the correct password), anyone have a hint?
Hey Tahnan, thanks for playing! Sorry, the objective of the game is not the most direct, so I'll try to clarify.
The rules need to both satisfy and uniquely determine each row. In the 2nd puzzle, "At Least One Goblin Next To Elf" could lead to two results for the 2nd row: [Goblin, Elf, Goblin] and [Goblin, Elf, Elf]. You want your rules to constrain each row to one result.
Think of "Next to" as "Next to a". So in your case, "At least one goblin next to an elf" means theres at least goblin that is next to an elf in each row.
EDIT: also future terms:
- Left/Right of: means a character is somewhere to the left/right of another. For example "at least one goblin left of (a) elf" would be satisfied by [Goblin, Dwarf, Elf], or [Dwarf, Goblin, Elf]
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!
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!
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