It was very hard to skewer anything, I'm not sure where the pickup location actually is.
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Your game doesn't seem to want to load all the way. This looks like a problem I have had, so here is what I did: In Unity, go to Project Settings, Player, Settings for WebGL, Publishing Settings. Change Compression Format to Gzip. Rebuild and reupload. Maybe it will work for you too.
This looks like a problem I have had, so here is what I did: In Unity, go to Project Settings, Player, Settings for WebGL, Publishing Settings. Change Compression Format to Gzip. Rebuild and reupload. Maybe it will work for you too.
Interesting idea. The compass directions seemed pretty irrelevant to actually getting around though, I was just wandering around over a whole floor until I found the person. The way the camera moves up and down in the platforming areas is not good, it should follow more smoothly. Also please give the ability to do shorter jumps by holding the button for a shorter time. Making the player walk slower when energy is low feels bad when there's no way to restore it. The UI covers the top of the screen so much that it hides exits that are up there. The graphics are pretty nice, especially considering the low resolution, and you did a good job coming up with enough different stuff to find in a business building that the rooms don't look too repetitive. I also like all the name references.
This is a neat game, even though it made me a bit sad. The art looks nice, but I wish that the alerts were a bit bigger, there were a couple of people who I didn't even see had popped up until they were dying. And as you say, it can be very hard. Maybe try limiting the range between sequential pop ups so you don't get people at opposite ends at the same time.
This is a silly game. Maybe you could have the orders show up in the UI or make the room smaller, because wandering around trying to find the customers was the least fun part. The music is a funny contrast.
Nice game. My biggest issue was with the balance. It was very easy until I got to a level with a whole bunch of enemies and then I died very quickly. I like the chess enemies, since it's easy to understand how they move.
This is a fun idea, and I don't think it's really too complicated, but the controls are a bit awkward and it's very difficult to aim at the space you want. Maybe use mouse control for stuff like that next time? I like how the music gets faster so it sounds more tense.
The disappearing blocks don't have their own look because I wouldn't use them much even if I was making a longer version of the game. The one I have is to try to smooth out the learning curve. These puzzles are easier with fewer blocks in them, so removing a block is always the right call. There's no real choice to make; it's pretty much just another level.
Actually, if I had more time, one of the things I would have added is an indigo block disappearing animation. Then when you start a level, an indigo block in the shape of the previous level would disappear, to really get that nested feeling going.
This ended up being a bit long, I hope it all made sense. Thanks for playing!
This is a neat idea. I would like it if it was more about setting up the levels in advance. You could set whether or not a spring activates when the ball passes it, instead of the player activating it during the run. That's just personal preference though. Being able to switch between following the ball and moving the camera freely was a good idea. Nice work!