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stereotypicalblobby

5
Posts
A member registered Aug 24, 2021

Creator of

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I got the same bug

(4 edits)

A few things I noticed:

  • For some reason, resetting the tutorial level took 3-5 seconds, but was almost instant on every other level
  • On the hinge wall in the tutorial, I noticed that if I try to go back the other way too quickly, it sometimes doesn't activate until I move away from the wall and try again
  • The aiming trail doesn't always line up with my mouse (usually it's below where my mouse is) - not a huge issue but kinda annoying at times
  • On my second playthrough I noticed a pretty big bug in that I could no longer throw the magnet (this happened on the "lift up" level - my arms would fall parallel to the ground and I wouldn't be able to do anything, even after dropping and re-grabbing the magnet)
  • JokerDBlue posted this below (or above, wherever this shows up), but on the hub world and thank you level, holding the ctrl button causes the reset icon to grow infinitely in size
  • If you hold F, the magnet will switch polarity twice: on the initial press and whenever you lift the key

Some nitpicks:

  • It took me a hot minute to figure out that I was supposed to hold ctrl to reset the level instead of just tapping it, and part of that was that tapping it still caused the animation to start (I actually thought it was being buggy until I figured it out). I think it might be better to either make the animation more varied (so like a little meter that fills the arrow the longer you hold) or just hold off on the animation until the button's been held for a little bit to make it less confusing
  • I like the art style of the game a lot, but I feel like there's some weird disconnect between the cartoony feel of the world and the crispness of the ui (the reset and polarity buttons and the text) - I think it'd look better if you just made the ui feel less polished (that's not the exact word I'm looking for but hopefully you understand what I mean)
  • I feel like the current levels are too short, as in they each only have one gimmick. They work perfectly as introductory levels since they're not too difficult and give a good view as to what to expect from later levels, but later on I'd like to see either some larger levels (spacially) or some more complex levels (as in they have more steps crammed into a smaller area - Baba Is You did this a lot and I absolutely loved it)
  • I completely missed the level names on my first playthrough, so I think it'd be nice if they either appeared above the door in the hub world or showed up for a few seconds upon starting a level

Praise:

  • The art style is amazing - everything looks very cute and cartoonish but at the same time is extremely well-polished
  • The existing levels are difficult without being infuriating - I love the outside-the-box solutions on some of them, and the sixth level was my favorite just because it took me a while to figure out what I was supposed to do and even then it still felt like I was cheesing the system
  • I really like the inclusion of the hub area - it makes it feel more casual and gives it a more of a "these puzzles are sort of on par with each other difficulty-wise" vibe, whereas with linear progression I would have expected each new level to be strictly more difficult than the previous one
  • Movement feels really good - it's nice and snappy while still keeping its fluidity

okay this is sick. it's an extremely simple idea, but the way it's executed makes it very fun

pretty fun! good job!

you can technically win by just not moving, but otherwise it's pretty fun! reminds me of the google dinosaur game