When I get some time I plan to. Although I’m not really sure how; I might experiment with making the width smaller to it’s easier to make lines (although it increases the chance of getting squished!).
Recent community posts
Nice- really slick presentation and easy to grasp (hard to master) mechanic :D
It does let you get away with holding keys that aren’t part of the four you’re being judged for. But then, I wonder if it would be too hard if you fixed this ‘bug’, so :D
Haha- amazing mechanic really well presented :D
Great use of hints to encourage the player to start doing some of the more ‘outside-the-box’ thinking required to complete this.
I only wish there was more!
Cute puzzler that was pretty well done.
Minor gripe: I think it might be a bit more ‘discoverable’ to swap the control columns around, so that the player can work from left-to-right setting up the level. I had to read the instructions to work out what to do because I just expected the ‘play’ button to automatically run, before noticing the macro buttons.
But I had a lot of fun once I knew what I was doing :)
Yeah- there actually is some friction, but I didn’t have enough time to really iterate the physics to get it more balanced. Someone else suggested the ability to pin an anchor in place, which I think would solve this too.
Fun mechanic that was really well presented :)
Minor gripe: I did find it a bit annoying that if you started making a slime while there was a slime in-flight it was be destroyed when the first one hit.
Gorgeous looking game, with a (possibly too) ambitious scope - I definitely want to see the rest :)
The platforming mechanics were developing in an interesting way. The dash controls were incredible finerky and there’s a few bugs; but I had a lot of fun exploring what’s there :D
Frenetic fun that was well presented :)
I think it would be a bit more accessible if only matching colours joined; as I regularly ended up with heterogeneous blobs where I accidentally knocked two different colours together.
Short but well realised :D I really loved the puzzle-box element of this game; I thought it tied in well with the mechanic.
I think you could have done a bit more to have signposted what was interactable in the diorama (I see now there’s a gif of the magnet going through boxes; but I missed that when just downloading it :P), but 48 hours is never enough time to do everything.
Cool concept, and I like the presentation.
The difficulty is brutal, given how much skill is involved in managing the two character’s interaction. I really like the ice/slip aspect of it, however, so I think maybe just adding checkpoints would go a long way to making it more approachable.