thanks for the game, I really enjoyed it! It was nice and simple, and once you figure out the strategy it's not very hard, but the concept is great. As some others have said; some system for scoring, and maybe some variation in the levels (randomize the angle, maybe varying the set of shapes?) might be nice.
TrolledWoods
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Nice! I think it's a good concept, I would have liked to see some more control over the speed of the playback (it's painfully slow right now), and the controls seem a bit flaky (I think if you put two gates directly on top of each other and try to connect the outputs to the input, only one gets connected and you're left with a straggler edge, for example). It would have also been nice to save which level you're on; this should be relatively easy with godot, and especially for puzzle games like this it's annoying to have to replay levels.
Some very difficult jumps in there, and quite fun to figure out how to wall jump! I'd say it would be nice if it was possible to practice the jumps more without having to go from the beginning all the time; removing the bottomless pits and just making them into pits that you can climb out of (but of course, this loses you time so you still wouldn't want to fall in), might make it more fun to play.
This is a very poorly ( in other words not at all :P ) communicated point, both visually and design-wise (might not even be another puzzle that can be blocked that you put puzzles on now that I think about it?), but the blockers do block the movable panels from "docking" to the underlying panel, and that's what happens here. It still snaps whether or not it docks, I had ideas about doing something using that but never got around to it so would probably be better to have left it not snapping at all...
As has been said before the bullets sometimes phaze through the enemies. I think the reason is probably just that the bullets move too quickly, so one frame it's in front of the enemy, does a collision check, and sees no collision. The frame after it has moved far enough that it's behind the enemy instead, and again, no collision. That's my hypothesis at least. Good work anyway!















