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someotherguy

51
Posts
14
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A member registered Sep 11, 2016 · View creator page →

Creator of

Recent community posts

Felt bad to have spelled a valid word, but it didn't count for points. Otherwise pretty cool

Adding some unomovable mirrors or required gates would give room for puzzle depth

Complexity through simplicity, the best kinds of puzzle

The game needs a way to let the player move enemies into clusters. It feels like it's mostly playing itself and the two actions the player has don't do much.

Wish it was more clear what was controlled by what timer. Got confused in the 2nd level that the timer controlled the platform, not the fan.

With some more mechanics, I could see this being a cool puzzle game

Neat idea. Wish I could see more.

Cool boss design.

Very satisfying to plow through the crowds

Cool game. Thought I was missing a mechanic until I realized swiping is more water efficient than focused watering.

Belt placement feels weird restrictive. I guess it's to try not to make sharp corners, but it made connecting nearby points difficult.

Looks nice, but very confused on how to play

Really nice narrative with the rat

Really good zoom in for the panic when low on time.

Nice spin on match 3

Interesting idea, but car felt difficult to control.

Reminds me of old web games. Really laggy though.

I wish there was an undo button. There's so many moving parts, it was hard to think through the later levels.

Coyote time would help the platforming a lot. Especially on the clock hands were it's hard to tell where the platform edge is.

Very well polished

You're awaiting a scene tree timer https://docs.godotengine.org/en/stable/classes/class_scenetree.html#class-scenet... ? If so, having the timer run with process_in_physics set to true should be enough then. Since the physics ticks are on a fixed time step.

Almost too short for it's own good. Would be good to see what longer runs could become with more upgrades/bosses.

Ran into an immortality bug, no exactly sure what caused it though. I also didn't quite get the main lighting mechanic til the end because lit ground and unlit ground were hard to tell apart since I was playing in a bright room.

Feels really rough only allowing advancement with a score under par especially since it was hard enough to get a working solution.

An undo could help  so a player doesn't have to completely reset every time.

I think even without the wall issue, the hockey players are repelled from the player too quickly. If I try to form a loop too small, they tend to escape it pretty easily.

Really good work overall though.

Felt like the game required a little too much precision. Mostly on the donut pieces and the u shapes pieces. Maybe it was because I was desperately trying to rotate before collision and the rotation itself was causing me to ding a wall.

Wish there was a mechanic that gave bonuses for more intentional placements of the fire beats. I ended up just spreading the beats as evenly as possible and letting the chaos solve itself. I really just focused on dodging but not aiming once I had all weapons full.

Level 3 was so rough due how sensitive the location to take food was, but cute art overall.

Love it when a simple concept allows for such hard puzzles

Would be nice if the end of the timer also counted as pressing enter even if it gives very little points. Had a few times where I had the solution right at the end and lost.

Really interesting test of word identification though.

Great work on the puzzles. There a good amount of thinking on whether a path is fixed or can be backtracked.

Got stuck on level 7, but pretty good overall

Good work on the puzzle design

Feels like there needs some indication on what counts as the "shorter" path when the branches are the same length. Or maybe just having a VFX that runs through the current path, either highlighing the outside or having something move along the inside. It would help with understanding exactly what will happen without having to wait for the moment to happen.

Was also a little confused with skip, didn't realize it only skips the a directly adjacent node. Probably needs a level with just a single path that requires skipping a single node.

Really wish the orbit range was visible in the world and not just in the mini-map. It felt really easy to fall out of the zone and have to completely reset at the last second.

Maybe an optical illusion, but it felt like the prediction line's end was changing even when I wasn't doing anything. I could also just be bad  at the game.

Also, I think I ran out of fuel in the main menu, which pretty much permanently enabled the alert sound during level 1.

I think I had gossip pass to the same tile twice on the final level and it double counted the insider. Because I definitely messed up and forgot to pass the news along to the bottom right.

Would have been interesting to have each gossiper have it's own audio clip, so you end up with organized noise as the solution.

Nice core concept. Must have been tricky to make sure two plates never end up on top of each other.

Maybe don't let the player start the simulation until all cell are placed? But I see that it wouldn't allow the player to experiment with less cells to get a sense of the new cell types.

Weird that web build on firefox had to be full screen to work properly.
The drums represented by each circle was a nice touch.
Was kinda hard to tell the choices apart though. The colored dot is small and constantly moving, giving very little detail to make out the colors. On top of that the pink and purple are very similar.