Its an interesting idea, i loved the swimming animations. I think its a pretty cool concept that I would be curious to see explored more, but in the current state, I found the difficulty to be not from any kind of puzzle or fun mechanical challenge, but just the tediousness of balancing moving quickly and making sure the characters dont drift too far.
I think maybe making the objects have a little less floatyness when theyre near the "correct" spot could help make it easier mechanically.
And maybe I just didn't get far enough, but adding in more constraints into the level to make it into more of a puzzle game where the solution isn't super obvious would help. Puzzle design is hard tho and we didn't have a lot of time, so considering that, overall, was very enjoyable.
TBoar
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I really enjoyed it. Ran into a bug where iI completed a task as/after the day ended? I got soft locked. Lowkey lore accurate, I was about to get promoted so the game had to sideline me. Will have to circle back with my manager at my next eval to see if I can make some lateral moves into a position with more avenues for growth. Bug fit the narrative. 10/10 experience.
I see the vision. Loved the aesthetics and it definitely had a bunch of cool mechanics. I just didn't find the core gameplay loop too appealing, but I have never been into speed running. That said, I do think this could make a very good friend slop game with some multiplayer coop mechanics similar to RV there yet.
also there was some confusion with the spikes. I assumed they would damage me and that I could throw over them, but it was the opposite in both cases until after the upgrade. I think having the upgrade change the map turning them from walls into debris / rubble could be a more intuitive approach at least for me.
Bomb ass game, and well executed. It feels very inspired.
A point of friction I encountered was that I had no clue how to tell when a bomb would explode initially. I think some count down juice in the last few seconds like flashing / pulsing or a louder proximity based ticking noise could really add some more to the urgency of throwing a bomb that you had been cooking.
Also, maybe I just didn't get far enough, but I would have liked a slightly larger map with a little more variety in mechanics and enemies to keep it interesting.
Overall I had a blast playing the game just wish you had more time to cook with it.
First of all, loved the art style and attention to detail with the tilemap colliders. Something about feeling the edges of the tiles scratched an itch I didn't know I had.
But, I'm not sure that I understand the game properly. All I could figure out is that you wander around picking things up... If there is more content, I would've appreciated more of a hint of how to find it.
Really enjoyed the game. The floaty platforming mechanics were a lot of fun. Being able to glide to recover is nice too.
The art and audio fit the overall aesthetic very well.
My one gripe is with the timed turn platform. I was expecting to be able to land on top of it after it turned because it was still visible. But I fell through, idk if that's intended.
Would have preferred a feature complete web build, but I know the pain. I built my project in C# before realizing Godot doesn't export .NET projects to the web, and the last 8 hrs have been a mad scramble to try and port everything into gdscript.
Overall, your game was interesting, I didn't really get it, but it made me feel something, so something was working?
Interesting concept, was pretty cool to experience.
Some thoughts I had while playing:
- Gambling on the time to take without any knowledge is kind of strange. I think instead of no knowledge, the player should have hints like seeing the map without points of interest on it, or seeing 3 possible maps, etc... Providing incomplete information makes decision making more fun than when there's no information in my opinion.
The character controller felt like I wasn't able to slide against walls as much as I'd have liked, especially problematic when making turns in the maze.





