Unique idea, wish there was more in the way of gameplay though (stopped playing at the combination lock). I think the controls could also be better, pressing x takes occupies one of the fingers usually on WASD.
Snarg
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Glad you liked it and thanks for the feedback! The waves do get a bit more challenging towards the end but we really could've upped the ante a little. I remember there being some random error I couldn't reproduce, sucks that that happened to you. We thought the game was pretty stable all in all but you can only ever do so much testing for a jam, sorry.
Thanks for giving such elaborate feedback! I agree that the tutorial is lacking, if I didn't have a time limit I would have probably made some kind of visual to demonstrate the mechanics like a bot or something. It was hard to estimate the difficulty level because both of the people working on the game are pretty familiar with this style of movement and we procrastinated any and all content to the last day so I was kind of delirious after making maps for 7 hours straight. The intent was for the player to utilize rocket jumping even in the previous levels to shave off some time and I tried to communicate that with the placement of pickups but that again is a lot easier to register when you have already internalized that piece of movement tech.
As for the softlock you got, could you please explain what was keeping you from progressing? I recall a level loading bug on that map but don't think it could actually limit your progression in any way so I'm curios as to what happened on your playthrough. You didn't miss any gameplay though, that was the last room before the outro map.
A platformer with a movement system that does not understand how gravity works is unreasonably funny, I feel like you could put 4000 hours into mastering whatever is happening when you hit a slope in this game. Seeing what type of stuff would happen when you try to break the game was great, even without an objective (0 out of 0 packages?)
Making the player pull out pen and paper is something I think games should do more often (or write an algorithm, either work here I guess).
As others have already noted shapes don't always go where they should and I managed to place two shapes in the same slot, after which I was able to move both at once. Also consider adding a fullscreen option next time. Other than that I really enjoyed my time with this one.
Really liked the premise but after like 20 minutes of trying I couldn't even get past the 30 second mark, maybe just a skill issue on my part. Great presentation too.
Btw godot can't really sync the mouse position you get through get_global_mouse_position with that of the OS. Updates only occur periodically so if you were to implement a software cursor using a sprite it'd lag behind the actual cursor and I think this may be what's happening with the bricks here, making them even harder to catch.
Really liked the movement, got some Quake/Half-Life vibes from the camera roll. As other's have already stated, a parry timer would be a good addition. I think making runners less tanky would also make the boss a little less annoying since at times you're so busy with the summons that you can barely get in any damage. Maybe it's because I didn't use the abilities much, didn't really get the whole chaos system. Also really liked how you did the clouds, great entry!
I really like the concept you have here, although I wish there were some systems in place to encourage making your path more efficient. Maybe add a preparation period and limited arrows/deletions and this could be a really cool puzzle game if scaled up with some more mechanics. Watching everyone go where they're supposed to is satisfying, although it can get pretty tiring if you're just sitting there for 2 minutes waiting for the level to finish without any further interaction, this is especially the case on the first 2 levels. Overall this is a great entry, good job!
Really unique concept, I enjoyed it a lot. Sometimes it was a bit difficult to tell what way a non-symmetrical combination should be assembled, what I assume to be the settings button didn't do anything and I'm not sure what shape exactly the player's hurtbox is but other than that this is a really good entry.





