please make "Loop around remastered" !
toxicode
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One of the best game I've played in this jam ;-). I loved the black & white minimal artwork and audio, this made a strong impression on me. It's a world I would like to explore more, it's intriguing and I feel it could turn into hours of gameplay, improving on "what's behind that door" and "how are all these micro worlds related in the big world ?".
(someone mentioned Manifold garden, I don't know that one, maybe I have to check since I liked your game)
Some drawbacks :
- the level design could be improved
- camera issue : in fullscreen you see way farther than in small screen
- the biggest drawback I had was that the "F" key often did not work, I had troubles entering doors.
Thanks for reporting this, and many thanks for trying so much to play my game. Was the other computer more powerful in some way ? or do you think it's unrelated ?
when you say "not run" is it that the game is laggy, or that you could not event get past the first screen (there is a known "focus" issue) ?
What did I just play ? I'm not sure. A lot of work went into the maths (I suspect some Perlin noise was used) and the visuals, but I'm really missing some guidelines, or at least an easier first level to understand.
I feel there is an interesting mechanics here.
Maybe your were so used to your idea that you forgot how hard it is for us newcomers to wrap our head around it.
Simple, but always a classic ! I agree with the comment of MyWrongShoe, the loop part could have been more used.
Bravo pour ce jeu.
Ce qui ressort en premier pour moi : je suis très très (très ?) fan des graphismes : le trait des persos, les expressions, le choix des couleurs, les textures. Excellent boulot.
En deuxième, la musique et l'ambiance sonore. C'est fin et riche à la fois.
On apprend aussi, bien sûr, et c'est bien amené.
Hmm, ok, maybe something to try as a first step :
- after the piece is dropped, some machine cuts what sticks out of the container, and it is counted as waste score. If the piece is too big to fit the container, everything goes to waste
- then some machine fills the holes with some liquid, and it is counted as a unfilled score
(maybe you don't actually see any machine, and it's just abstracted for a score)
- player has a waste "life bar" and a unfilled "life bar", whenever one gets to zero, the game stops. Otherwise, you keep playing
- simplified variant : waste and unfilled are counted in the same score, only one life bar. But I think it's interesting to keep asymetry, it adds tension and a bit of tactics.