Very creative take on the theme, I dont know if I was doing something wrong but even getting perfect scales I never seemed to have time to get more than 3 done before game over.
The4thCircle
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It's a nice concept but even just runing in the browser the tutorial made by macbook crash and reboot. Anyway I loaded it back up and went into the game proper and the only way I could do anything was just to shrink everything to minimum influence. Big masses cause the path of the rocket to just whip past the planets in a fraction of a second, there was no incentive to make the path anything but as close to a straight line as possible.
This feels like there are a lot of strategic calculations of buffs and modifiers under the surface but I never felt like I was making much of an informed choice when placing pieces, just trying to slot them down as quickly as possible wherever they would fit. Eventually the shooting sound effect began to grate on me and I gave up. The mechanic of stacking the shapes was a really nice touch but it very quickly got too messy to know at a glance how high any given tile was.
This game was created in a lab to appeal to me in every way, from the gameplay to the visuals, music and charactrisation. I got frustrated that on the gun level I couldn't seem to place the long piece where I needed to. The outline was right on the edge of the level and it wouldn't let me put an object there.
PRetty cool idea but I could not play it. I tried th first level about 6 times and when I got over the first overhang I thought I had figured it out, then realised I needed the second bug for a later bit of the level. Attempted it again and I coudln't keep the other bug alive without it killing me. Maybe it's just a skill issue.
I got the impression this was meant to be like the fight at the end of Ant Man, but it seemed like both of the characters were being controlled by the computer? Either that or the imput lag completely dissociated my character from my inputs. Wish I could have experienced it the way it was meant to be. I'm playing in the browser (firefox) on an M1 Macbook, if that helps find what problem I was having.
I think the scaling should have been a little slower, it was hard to zero in on the exact size I was after. Physics were a little too slippy and I really feel like I should have been able to use a clones arm as a platform. also I got stuck on the spike pit level because in attempting to jump over a big clone I instead tipped it over and it blocked the exit.
This game feels like it has a lot of hidden depths with different combos, like the negative ball I was surpsied to suddenly get. Aiming was a little tricky, coordinating mouse and character position to get an angle. I think I'd enjoy it more as a twin-stick setup but I get why that's a bad fit for a jam game where you need to work on as many systems as possible.
I really liked this.
I like the idea but I found it hard to know on approach how big and object would be or where on the screen it was going to land as I passed. There's a big long approach which should give you time to make these decisions but for a lot of it the objects are just in the middle of the screen because they're so far away.
The graphics are cute but occasionally a little hard to read, I found it difficult to tell the difference between the background and the rocks in the moment. Scaling was nice but I'm not really sure how much it helped me to dodge. At first I thought the shrinking was actually perspective and I was moving back in the well. Although the parallax effect is nic, I think the shrinking would be more clear if the well wasn't so deep into the screen.
Obviously you should rate this based on the version on here but after that, if you would like to play a version with the most requested feature, I put a post-jam edition on my website which has the default difficulty mode now play like Celeste where dying only reverts you to the start of the current stage. I will also be putting this on itch, after the jam rating has finished, in accordance with the rules.
My wife agrees with you about being sent to the beginning. Ironically I'm not very good at performers so I worked on the assumption that to appeal to the average player the game should be too hard for me to finish. I did make sure that I could actually complete each individual level with enough tries though. The code is locked during the rating period, but when's the jam ends I'll probably add in a Celeste style respawn and split the difficulty levels into 4 modes instead of 3.