Thanks for the feedback! Trying to make good levels was actually a huge time sink, so I didn't have a chance to make more than 3 basic "learn how this mechanic works" sort of levels- I'd love to take the time to make some more advanced ones with lots of moving tiles and options available to the player going forward
spencerjohnson
Creator of
Recent community posts
yeah the bugs are a big place where polish is still needed! I'm considering representing their health with the legs popping off as they take damage bug haven't gotten there yet.
As for the water not splitting on the first level, this is intentional, as I wanted as few moving parts/mechanics as possible to teach the player. actually I wanted to remove the bugs from level one entirely and just require you get the water to the bottom, but didn't have time to code in extra victory conditions- so as long as you kill at least one bug you will have enough health the finish the first level. Thanks for playing! :)
Nice illustrations and overall presentation on the intro- the water color/water-stained parchment effect is nice. kudos assembling any kind of non playable cutscene during a jam.
Not really fan of your run of the mill mazes to begin with, but navigating them in the dark and bumping around, sorry no fun haha. the jumps in the jumping mini game short launch you up quicker/snappier, something to give you more feedback. it's very slow and floaty feeling
Nice vignetting and over all atmosphere. The long amount of start-up time on deaths brings playing into frustrating territory, especially with pretty the linear, less expressive movement that makes deaths feel more like a lack of knowledge rather than lack of execution. Got about 4-5 challenges in. Nice FX on the timestop too.