Yeah, I see you suffered the poor balancing of the game (players clearly die too fast). Sorry about that😅.
In any case, thank you for playing!
AHHH one of the characters glitched and disappeared before it was time which was NOT supposed to happen!
Why must all the glitches appear when someone new plays the game??!
n any case, thank you for playing! I'll try to solve the glitches in a future version.
P.D. I should probably also add a more fleshed out ending screen.
Great concept, it was really fun!
I think a problem is that there is no downside to players keeping the key pressed as if they were playing a normal platformer. Maybe using the same set of 3 keys and changing their outputs would fix that? Either way, I really enjoyed it.
Ey Alex, quite a score you have there! My personal best has been 1:16, so you were really close to beat the designer hehe.
The keys do change graphically (left movement key always remains the same colour but changes position in UI) but I undestand there is little time to notice this, specially in tricky upside-down situations!
If you want to try again, a cool tip that i can give you is that the control scheme is not fully randomized (we had that early in development but it was too difficult). In fact, keys always follow a clockwise order ("jump" always is to the right of "left" and "right" is always to the right of "jump") , meaning that we are rather rotating the keys. It helps me to think of it as if AWSD were each a number in a round clock, and you were only rotating the clock. Actually, there are only 4 possible combinations!
Thank you for playing our game!
I think a big problem in this game is not knowing where to shot inmediatly. Probably bigger enemies would make it much easier to navigate. Also, a bigger field of view would make it less confussing.
It is fun though.
I'm not fully convinced about the randomness of the gravity direction, as puzzles sometimes consist on waiting for the "good gravity direction", but the level design is good and helps mask this problem.
I just wished it lasted for longer and had some other stuff playing with the same concept (moving platforms, enemies and so), because I really enjoyed it!
I reached level 3 and got stuck on the last 2 platforms. :(
I would suggest one main thing: Mouse control might not be the best idea for handling rotation. It doesn't ever get to feel natural. I think a 2 button control scheme (left click for rotating left and right for the opposite for example) would make the user experience so much better.
In any case, I was greatly surprised by the concept and I really liked it!
Nice Wario-like game!
However, it was a bit unclear how it related to the jams theme (I'm gonna guess that it is the ammoun of controls that need to be used at once).
It took me a while to get it, but it's fun after that initiation period.
Great Music too!
Originally we wanted to have a full examine, use and combine point and click system, so lights would be increased globally to decrease their challenge. However, we had: TIME CONSTRAINS.
It's a pity, but lights had to be left like that to create a challenge without the other systems.
Ey Doman, thank you for playing our game.
Our original idea was that the "second player" would be asleep through the whole jail break, therefore unable to aid you (which makes him a very annoying companion) . It looks like we weren't able to transmit that idea to players, so thank you for pointing that out!
Great idea! It really gets complicated around level 6.
I believe I found a bug where after completing level 8 it doesn't let me reach the next level and the camera gets stuck without UI.
In any case, cool concept!