Had pretty much the same experiance as the last comment. Got addicted for a few hours on and off and then softlocked myself after running out of inventory. All around though I really enjoyed the concept and presentation. I think I may have found a bug though, when using occulon or voidon to reverse a ray, the angle adjustments from other elements, which way the angle is tilted towards is based on wether or not you added the tilt before or after corrupting the element(s) to flip it. This means that the order of ingrediants can produce different results, and I am not sure wether or not this was intended. Great game all around, easilly the most addicting I've played in any jam.
TNTree531
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Man you all did crazy well! Love the gimick with everyone having to save each other. It was also fun tring to figure out the order in which to get people to scan their hands, as yellow's scanner was blocked and was the hardest to get to, forcing you to wait for an oppertunity of saftey. I also liked that the hazards were not random and were actually scripted, making future runs play around planning to solve disasters right as they start instead of reacting to everything spiraling out of control.
You've got some really cool puzzles. Really liked the lasers! Great presentation and effects too! It would be nice if there was more of an indicator as to what accomplishing puzzles actually did/opened up tho. I didn't really understand why or when certain rooms unlocked and didn't know if the 3x3 light puzzle was completed by making all the sqaures red or white. Aside from that, I had a great experiance.
Fun concept. Love the goofy art style and theming (which is perfectly complimented by the music). In terms of notes, I noticed the move minigames felt significantly harder than the typing/clicking. Maybe I am just bad, but the little frowny ghost that chases you seems to approach faster than the moving platforms move, putting the player in situations with virtually no escape. Overall though, the game was very fun. Nice work!
Impressive! The controls took a little bit of time to get used to, but once you get into the groove of piloting the machine it starts to become a lot easier. I did have a little trouble rotating the valve and the mech, but eventually got used to it. For a suggestion, I found it weird that you have to press 'W' to start moving, for (as a primarily mouse-based game), removing the keyboard together would give players one less thing to keep track of, effectively giving them more time to focus on each hand and the hazards popping up. I would also consider adding some more indication on if a rock is in range, as while the light is off indicates mining is not possible, it does not indicate why mining is not possible. Overall, this seems like a really strong start and works as a great proof of concept. Nice job!
It was really cute! I love the simplistic calm color palette, as it complimented the chill music. Having missed projectiles punish the player is an interesting gimmick and adds the "out of control" escalation. No complaints with the controls, but if you were going to expand on the idea, it may be worth giving the player some way to replace/repair platforms at some cost (such as an inability to shoot/move, or faster rotations while repairing). Great work!
Post your link here and I will happily play and rate your game. If you have the time, I would also appreciate if you checked out my game,
It Takes Heart: https://tntree531.itch.io/it-takes-heart






