It was very hard to skewer anything, I'm not sure where the pickup location actually is.
TaftPunk
Creator of
Recent community posts
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.
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!