Love it! Didn't even rage-quit until level 04!
Michael Macha
Creator of
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I had a lot of fun! The tutorial seemed to be freezing up on me, for some reason; and the newspapers sometimes clip through the conveyor, making them hard to pick up. This happens more frequently as its speed increases.
Lastly, I thought the fruit cores were doorknobs for a while... then I started thinking, "why would anyone throw away so many doorknobs?" and then it hit me. I played too much 7 Days to Die, I guess.
I did a little digging. Apparently there's a bug on Meta's end where the left eye is copied to the right, causing flicker, up through v81. It might be that. This is apparently entirely limited to Passthrough/Link sessions, and could be fixed by switching to the Compatibility+ pipeline... but I can't do that during the vote (can't update it), and it really sounds like something they're trying to fix. Are you just using WebXR, or have you tried the download?
Apparently the most recent version, which appears to be in the clear, is v83; but I have no idea just how new-slash-broken that version might be. Hope you get it working!
ADDENDUM: Apparently they still haven't figured out if it's a software thing or a hardware thing, but some users have gotten around it by switching to SteamVR as the OpenXR runtime, which does not have that issue.
I'm glad you like it; it's true that the interface is very pre-alpha. This was mostly to figure out how to manage RTS strategy; and truthfully after everything was said and done, I didn't have enough time left to even get some A* navigation in there... but in the future, you'll definitely see it.
Thanks for giving it a view!
It's a decent concept, but honestly you're leaning a little too hard on the RNG. I can't find any way to predict what the color is going to be, or any specific skill to master; so it's kind of a coin flip each time. If you can add some kind of dexterity test or puzzle to getting a higher score, you may be on to something.
In fact, even briefly flashing the colors before hiding them and letting the player select—maybe with a timer so they have to hold it in memory—might fix this issue.
There are unfortunately a lot of surface-level bugs still in the build, which I've since fixed; but can't update it yet. The ants are now a bit clingier to the pheromone trail, and I've enabled multi-touch input; but we'll have to wait until after voting before I can get those up.
Thanks for playing, and I hope you had fun! If you want to give the new version a look, after GWJ's voting period ends, I'd appreciate any feedback!
I'm glad you like it! I'm actually working pretty hard on the Android version now; but I can't put it up yet. It's now got more reasonable sizes, potentially two players (depending on which side your finger starts on), and a lot of aspect corrections.
You can look forward to the new apk going up after voting ends!
At the moment, changing the screen size will do that; on my mobile branch I addressed that issue and should back-port the fix sometime after voting is over. The idea is to lead the ant by dragging immediately in front of it, like a real ant's pheromone sniffer; it is an acquired skill and most of the game's difficulty though.
I'm glad you like the art, music, and atmosphere! I spent quite a while on that.
Thanks for playing!
Yeah, they're definitely pretty fast and you're right, that's very tunable for me.
The idea is to master when to drop a trail, and how to stay right in front of them—actual ants leave pheromone residues to direct other ants, which is why they form those little lines! But, only so much a guy can do in a single week!
I'm glad you liked my art and music, too!































