Probably my favorite submission so far!
Terry
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I had a lot of fun with this one. It did take me a while to realize that my power only counted towards the door when I was also connected. It also took a second to understand that the darker squares were walls and not just alternate floor tiles.
That said, I really love the art here. Pixel art is done a lot but this style specifically is very appealing and easy to understand.
I can definitely see a Balatro style game coming out of this. That said, it wasn't entirely clear to me how all the mechanics worked. I haven't played a lot of games in this genre outside of Balatro, so maybe there are some mechanics that other people are able to intuit from experience that I am not.
I really like the theme and presentation. And you get bonus points in my book for Drunken Sailor.
Good job!
It's quite fun. I really like the art style and the music. I do feel like it needs a gentler difficulty curve. Some time where not too much is breaking at once in order to get acquainted with each game, where it is, etc.
As it is right now it feels like it throws you into the fire and no matter how good I was at the games, or how hard I tried, it was never enough to keep things going for more than a minute or so.
Maybe that is just a skill issue on my part, though.
It's simple, yet fun. I found it difficult to understand how all the power ups worked as I did not see any of them in the tutorial. There was also some other info that was unclear to me such as what triggers getting a power up, and how the increase in outlets affected how many needed to be connected to stay alive.
A cool idea!
I did submit the game well before time was up, but that was simply to make sure it was submitted in time as there are sometimes issues at the last minute due to the load on the site. I was still able to, and did update the game as much as I could 'till the deadline was up (I didn't take off from my day job, so I didn't have a lot of time on Monday and especially Tuesday).
Your assessment about death being bound to the spacebar is correct. I originally was going to allow for a jump, but realized it didn't really have any point. Then when I needed to test the death mechanic, I bound it to the jump button and just totally forgot I did that until it was too late.
I appreciate your feedback. I am considering continuing to update the game, though it would probably be in a new project as I want to keep this one, and all its flaws, for the sake of documenting my history and progress.
Thank you so much for playing!
I really love the concept. It is implemented super well. I could see this concept, if developed outside of a game jam, leading to some really mind bending puzzles.
I do think that some things could have been more responsive. For example, it was hard for me to tell at first what had happened when I scaled the y down too low and crushed myself. The sound is fitting, but doesn't get the message across obviously enough in my opinion.
I also found the platforming controls to be a bit tough to deal with, particularly on the penultimate level. Unless there is some easy way of handling it that I was just oblivious to, it seemed to require some precision platforming, which felt a bit jarring considering the other levels were more puzzle-y. Tighter platforming movement would have helped.
Overall, really cool game! Would love to see it expanded upon and refined!
Very cool take on an RTS. I love the artstyle and presentation (especially the creative tutorial. The game is a bit too difficult to me, though. No matter how many fish I had the divers seemed to just dominate. Also adding some other elements so that there is more strategy than just "make as many fish as you can and attack."
Not a knock, though. I see a lot of potential.
The art is stellar. I found the controls a little difficult to get used to. I think if the car was just a slight bit slower it would be a bit easier to control. Often when I hit the edges of the stage it didn't feel like it was my fault, but rather because the car was out of control.
That could just be me, though. Solid game!
The puzzle mechanic is a very interesting concept, although a little difficult to understand at first. I agree with littlepuly that the visuals could be better (although I don't exactly have enough experience to offer suggestions here).
It is also a little difficult to tell what path the knight is going to take to get to the selected carrot, meaning it becomes a game a bit more about trial and error than puzzle solving. I also got to a level where even in full-screen I couldn't see the finish. I can't remember which one though, sorry.
Obviously we all have to make sacrifices when making games in such a short period of time, so the issues are understandable. If you had all the time in the world, I would focus on making the tutorial more clear and making what the knight will do when you hit play more clear in some way. Perhaps explain a bit more what is going on under the hood (in the code).
This is definitely the type of puzzle game I would play, though. Definitely a good idea, especially given the time constraint.
Thank you for the feedback. I agree that it is too hard. A lot of elements are put together without much thought, including the difficulty and enemy placement. I just didn't have time because the core mechanics took till almost the very end.
I am glad you enjoyed it, though! If the aesthetics look good it is likely just cause I stuck to a limited pre-made color palette, but thanks nonetheless!
I have played and rated your game as well. I will leave a comment there soon!





