Hey, thanks for the feedback! I agree that the level design was too simple, but glad to hear that the losing-control mechanic seemed interesting! Thanks!
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The idea was that, under certain circumstances, you'd lose control of your units, and they'd turn against you. Part of the goal of the game is to learn exactly what those criteria are, but I know that wasn't always as clear as it could've been. Thanks for playing! :)
Indeed, once you lose a lot of units to the purple, it becomes harder and harder to succeed. The game does have a quick-reset hotkeys which restarts the level, but I probably should've had an in-game menu or button to make this clearer.
Thanks for playing and for the feedback! Yes, unfortunately the performance dips were a problem that I didn't get enough time to fully address. :( In terms of the mechanic, it's based on a number of factors, but one of the main ones is that your units will lose control the longer they are away from one of your bases. But good to know that that wasn't clear - thanks!
Nicely polished, and a clever idea! I loved the overall mood and art style, and the cards were very intuitive and fun. My only suggestion would be to speed up the gameplay, as I found myself waiting around for the ship to reach the next waypoint (or to bounce off the next planet). Great work overall!
This felt nicely polished! All of the levels felt fairly well thought out, although it might be interesting to play with switching back-and-forth between the two modes more often (most of the levels only did this once, AFAICT). Nice work!
I really enjoyed this! The voice acting was excellent, and the concept seemed cool, although it took me a bit to figure out the battle system. My biggest complaint was that I couldn't figure out an obvious way to reset the level after dying, but maybe I just missed it.
Right, I think the level was working correctly when it initially loaded, but after a few deaths something seemed to go wrong and the bridge would immediately raise itself without me clicking.
Cool idea! As some others have mentioned, there were a few bugs (like the recoil problem) that made it less fun. In addition, I think it might be interesting to give the player a warning (maybe a subtle countdown effect) when the gun style is about the change.
It might also be fun to go all-in on the franticness: make the weapons change faster, make the zombies faster, make the player faster, etc. And some obstacles would help with positioning.
Nice game! I think I got into a broken state on the level with the bridge and the enemy - retrying the level still maintained the "click" state, so I couldn't time the bridge raise. But overall it's a fun concept, with a lovely style! I'd also suggest making the game loop easier - just reset the level automatically if the player dies.
Fun concept! Controlling the ship with commands was interesting. I agree with others that the FWD/BWD controls were introduced with a bit too little time to react (at first I didn't even notice "FWD"), so extending that time slot would be nice. It may also be interesting to introduce more "program-like" command sequences, for example, `mm & wait(1) & sht`. Overall, nice work!
This is really fun! The idea is quite interesting and I loved the art XD. As for potential improvements, sometimes it was unclear how close the robots needed to be for me to take over, so some kind of visual indicator or "range" would have been nice. Overall, great job!
Cool idea! I found it a bit hard to predict which pieces I'd have next, which made it difficult to react in time to the bullets without feeling like I was just randomly placing tiles. Perhaps a two-phase "build then fight" process might be interesting to explore? Overall, well done! :)
I really like this concept - specifically, the bit about ramming enemies! I feel like that could be extended, with power ups that grant more momentum, or add a shield that does light damage. I would maybe suggest giving the player more health, as dying from a single bullet is a bit rough. The game was otherwise pretty solid and cohesive. Nice work!
Love the aesthetic! Cool concept and executed well. To improve upon it, I wonder if it may be interesting to extend it by adding more power ups that affect the player's abilities - perhaps making them smaller, granting temporary invincibility, or allowing them to "smash" into the enemies. It may also be interesting to add multiple levels with goal-based progression, instead of just a survival mode.
Overall, really well made! Nice work! :)
Really neat concept! I really loved the opening art (love the style!), and the mechanic feels like it has a lot of room to grow. The overall gameplay was interesting, but a bit slow and frustrating at times (especially when some of the boxes block your way). Increasing the speed of rotation and perhaps adding other effects, like an area-based "push", might give more options to the player. Nice work overall! :)
This is pretty hilarious and the gameplay is awesome, good job! :D A few potential improvements could include: toning down the sound effects volume so that the music is more audible (or changing the music so it's more noticeable), improving the "rotate to get out of tight spots" mechanic (it was a bit too touchy, so I found myself spinning out of control often), and perhaps increase the field of view or decreasing speed somewhat so that the newspaper gun could be used to smack things out of the way so that you don't hit them, for an added challenge.
Overall, really well done!
This was a really nice concept! The different powers really helped keep the gameplay interesting. The only thing I could suggest is to try to make the ball movement more fluid / apparent (perhaps by adding more animations to the rest of the pinball pieces). Nice work! :)
Thanks for the great feedback! Yeah, the push/pull powers are a bit difficult to predict - especially because, in practice, the push can often completely overwhelm the pull depending on orientation (since gravity will end up effectively "helping" the push). I've thought about perhaps changing the strength of the push/pull based on proximity, or maybe adding future power-ups that allow you to have a stronger push/pull or even a distance-preserving power (closer to an actual rope, spider-man style).