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sim2han

15
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A member registered Jun 12, 2020 · View creator page →

Creator of

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Wow, I love the concept. Holding the spacebar to breathe felt weird and super cool!

Thanks for the detailed write-up! Reading through the comments, I've come around to thinking the game should have been more forgiving. I only finished the level design on the very last day, so checkpoints didn't cross my mind. I thought resetting the level added tension to handling the bombs, but making you wait 6 seconds every single time and redo the whole level was clearly a bad call.

Originally I was planning a complicated finale that mixed all the elements together for the last puzzle. I realized it wasn't going to work, so I switched to what's there now, which asks for timing and execution instead. Some of the puzzles are still hard, though. Maybe I should have looked into an easier way to control throw strength, an arrow indicator or something like that. (With its own trade-offs, of course.)

Not putting a timer on the grenades was the core idea from the start. I was trying to recreate what I remember from throwing practice grenades myself. Hiding the fuse time gives the explosion a particular kind of tension. But counting seconds with no cue at all is genuinely hard, which is why I added the clock later on.

This is the first time I've ever gotten a review this long. Thank you for putting so much time into it!

Cool idea. Instead of jumping, you drop a bomb and launch yourself with the blast. There are some rough edges, though. For example, if you leave all three bombs on another screen, you can't place any more. Aside from that, I'd love to see more creative levels in a future version. Good work!

Wow. The most relatable story I've played in this jam, messy room included. Simple and cool game!

Nice Sokoban puzzle game with good level design. Some small sound effects would make it feel much better. I liked the moment when the two characters suddenly appeared. I think there's room to take that idea even further.

Wow. The sound design really creeped me out. I kept flicking the light on and off to save the lantern lol.

Wow. The music, the art, and the countdown jump all fit together really well. The movement is a little buggy, but the sense of speed still feels great.

Simple and clean. I couldn't find a way to reach the top-left platform, though. I think the player movement could use some tuning.

Interesting concept. There seem to be some rules about the flower colors, but I couldn't figure them out. I got stuck on the Rose level. I couldn't tell why my purple rose wouldn't bloom. Some in-game guidance would make it much stronger. Still, the flowers and background art look great!

I got the concept, but I think it could use a bit more explanation. Also, is there a stage 5? I couldn't get any further. Either way, the artwork was really cool!

Each puzzle is well designed and challenging. It took me a while to solve them all, but it was so much fun!

It's fun! The build-and-climb cycle works well. My only gripe is that once you have all the power-ups and enough time, the difficulty stops ramping up. Still, it's one of my favorites so far.

The stages are a bit rough, but there are some good mechanics here. I wish there were a guide line showing where the bombs will land. With that, some of the puzzles could ask for more precise throws. I got stuck on stage 12 because I couldn't throw the bomb in the right direction. Aside from that, it was an enjoyable game. Good work!

Nice little platformer. I like that the falling platforms can both kill you and open up a path. It fits the game's concept well.

I like this simple idea and the well-designed levels. The clean art and music suit the game nicely. It was short, but I really enjoyed my time with it.