just amazing
willowec
Creator of
Recent community posts
This is really fun~!
Love the level design on this, particularly in level 12 it was super fun trying top optimize the cycles. Every time a new level design element was added, it was immediately obvious what it did and how it worked (the yellow keys and yellow doors with the number of needed keys on them, blue arrow boosters forcing you through the fragile walls, the turret placed to shoot the fragile walls, everything is super cleanly tutorialized)
I have one minor tweak I would love to see to improve the user experience:
When restarting a level, I should be able to hold down mouse 1 and immediately start moving. Currently, I have to release and then press down every time, which means that I do not start moving at the same time every restart. For levels with tight cycles, the ability to just hold down M1 would be really nice - particularly, Level 20 would feel a lot better with this feature I think.
And I have one feature request that I think would just be quite fun:
Adding an in game timer to facilitate speedrunning - you could store best times per level, and an overall best time. Maybe add the timer as an optional display that unlocks after beating the game? This game is a blast to play fast.
The mechanics you have implemented look like they could be spun into some interesting levels, given time. Good work!
I did encounter one thing that confused me though, on the level where an enemy approaches you it seemed like I was dying while not touching the enemy. For example, when I went into the corner that it passes but does not enter to hide from it, I would still lose. Perhaps the hit boxes could be reduced in size?
I like the visuals and sfx a lot! The experience could use some tuning though, two things stood out to me:
- Enemies deal damage on entering contact with the player, but since they do not die from this and do not deal continuous contact damage, you can end up just sort of hugging them after they've hit you once
- Having to spam the mouse button to shoot (especially on trackpad) is a massive pain. Enter The Gungeon compromised between wanting to encourage fast clicking but also wanting to support casual players by allowing automatic fire when holding the shoot button, but making its rate of fire slower than you could achieve by spam clicking.
Great entry!
This is a VERY cool concept! I am really amazed by how the fact that turrets would destroy each other if they were too close changed how I placed my buildings - I ended up putting factories on the outside edge so that they wouldn't get Lasered, and I bet that walls could be used in really clever setups to increase building density. It was buggy, and the ui could use some work, but this could easily be developed into one heck of a game. I loved it!
I really like all of the various games that have played with your projectiles bouncing and dealing self damage, and this does it pretty well! It would help a lot if there was more visual feedback that an enemy has been damaged, and indicators where they are appearing from off screen so that the player can get out of the way would also be helpful. Good work!
This game is actually pretty good, but while the guide pdf was cutely formatted, I, uh, didn't actually read it. I'm going back and doing so now, but just so you know most people who play this game won't bother with the guide like I did. A tutorial would be really helpful!
Edit: Now that I've read it fully and beaten the first level, I realize that I actually would have been fine if I just hadn't opened the document. All you really need to know to play this is the controls, but the wall of text confused me so much I thought the starting point was a door you had to open to win haha
Echoing the other comments, some of the levels being impossible was a bit annoying, like this one: https://imgur.com/a/6zIAUn7
Maybe you could write a super simple bot to verify levels before they are generated? It could use A* path finding to ensure there was a color source withing range of the starting point, at least
This is a really, really good entry for the jam limitation. Having infinite ammo meant I got myself into trouble very frequently, but I always knew it was my fault so I didn't mind at all. To optimize time, I found that as the board dwindled to just a small group of blocks I would spam bullets at them and hope I won before they rebounded, which had that perfect feeling of high risk high reward. Really fun!
I have some small suggestions that I think would help enhance the experience for the player:
There were times when a ball would come at me horizontally so it was difficult or impossible to dodge. This was usually because of something I had done anyway, but it did feel a little unfair. Maybe you could add some sort of a "dash" feature that gives I-frames? It wouldn't need to be spammable. Alternatively, a lot of bullet hell games have "bombs" that clear the screen of all bullets and are limited in ammunition. Just some ideas :)
This is extremely well made! I'm impressed by the polish and variety of settings. I have three small pieces of feedback:
1. The instructions on the itch page were difficult for me to understand, although the game was intuitive enough that I picked it up quickly regardless. Perhaps a better description could be "Click the button matching the font color of the text. If the text is outlined, click the button matching the color the text states"
2. The color buttons being tinted darker when I hovered over them was mildly confusing on one stage when I had a white button that turned grey when hovered over. It was enough to throw me off for a second, and I don't think that was intended?
3. The "Quit" button doesn't play nice with browsers :)
Incredible submission!
This is a fun concept but the bugs got in the way of me actually playing it. On the second level, this happened: https://imgur.com/a/vJS4sS7.
Three pixels were left unfilled, and no amount of clicking on them with either bucket selected could do anything. Without a reset button, I couldn't progress


























