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sasalaandrew

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A member registered Sep 03, 2018

Recent community posts

I also found myself thinking that if I want to hold the magnet as I enter a level, I want to hold it as I exit a level, also, and how messy that could potentially be for completing a level given all the different positions the magnet needs to be in as you collect keys across levels; but then I remembered the way Celeste handled some strawberries; so maybe the robot can collect the key whenever/however the player can accomplish it, but then the level ends when you reconnect with the magnet; I'm not sure! Just a few stray thoughts!

I enjoyed it quite a bit, especially the final two puzzles which did give me the 'a-ha!' moment. 

For making the magnet feel more integral to the experience, I think it would be good to have to have the little robot be carrying it in order to (at least) enter a level, it felt weird chucking it away just to open a door. My first move in each level was always to pick up the magnet, even before I looked at the level layout, so if I was already holding the magnet when I spawn in, it might make me feel more connected to it as a mechanic. 

I also think that rounding out the player's hitbox on edges may have caused me to think platforming, rather than magnet polarity, was the solution to puzzle six; all the way on the right of the level I could ride the magnet up to the platform with a two way switch, but I could also jump to that platform if I timed it well; that led me pretty far astray from the elegant solution of dropping the magnet, having it naturally slide down-left on the ramp, and  only then jumping across platforms to the goal. It led to interesting emergent mechanics, like tossing the magnet on top of the blue (-) block and wedging it between blocks. I also tried tossing the magnet onto the 'pressure switch' at the bottom of the level and then jumping my way back to the two-way switch; even though it felt obvious that wasn't the right solution, I kept trying it thinking 'maybe this time I can get the correct throwing angle,' and reset maybe six times after tossing the magnet to a spot I couldn't reach. So in that stage the jump was just a little too forgiving; perhaps giving the area with the two-way switch a 'lip' might make it clear you can/should only be able to get to it via riding the magnet up.

I don't know if this game was glitching due to an issue with my PC or keyboard but no matter what buttons I pressed or where I clicked on the screen, nothing seemed to happen. :/

This was an interesting concept, but the tether mechanic has no visual feedback on how short or long it's able to go and the whole thing just feels a little slow. Great concept though!

This is fun but ultimately it's just too much to keep track of at once for me. Loved the theming and it definitely fit the theme of the jam though!

This was so clever and fun, and it fit the theme perfectly imo. It was very well designed, clear controls, and I love that the map zoomed out when my 'character' got sizeable. I ended up making all sorts of tiny adjustments to my rotation and moving really slowly once I had collected a bunch of objects. Just some really good fun to be had here!

This was fun and it fit the theme well! I think with a wider/bigger field of view I could definitely sink a bunch of time into it trying to get the orbs stuck to me to squeeze through tiny gaps between incoming orbs. A great start!

This is such a clever twist on bullethell games and a good fit for the theme as well. Really cute aethetics. I couldn't get far because I am bad at bullethell games but I really enjoyed this!

I played all the way through to the end and I loved it! The concept was simple which made it really intuitive and meant that a lot of depth could be built in with the guards, directional-panels, spikes etc. I think my favorite thing about it is how it broke me out of the way I/we usually play platformers; almost every level had me calculating whether it would take fewer inputs to turn left and right to get across a platform, or fewer inputs to go at a sharp angle and time a few risky jumps. And because the player can't stop, that calculation has to take place quickly and it makes it extremely fun. I really really loved this!!! Honestly if you expand on this I would buy it!!! [I did think level 17 had a big difficulty spike but I got through it!]

Solid idea for sure! If there was a time limit on levels I think it could become really manic and hectic (in a fun way!)

Feels imprecise in a way that hurts the platforming, but it's a solid idea, and I like that there is a visual indicator of when the next jump will come (even if it didn't help me much). Really cute aesthetics and a nice tune as well!

There is no button for downloading or launching the game in any way 

This is a fun concept for sure, but I wasn't sure what goal I was supposed to be working toward, since the game didn't seem to be keeping track of my combos for anything; plus, I'm not sure if the string of each four inputs was randomly generated, but for my playthroughs, no combos started with a "left" input. But I really like the aesthetics and the idea, I think it just needs fleshed out more

I liked this a lot, it fit the theme extremely well too! I'd love to see some more indicators of where new fires will start, and how quickly/in which directions it might spread, but it's a really solid execution even in its current form; the different shapes for putting them out was also really clever and got me thinking critically about what to use, even in such a short period of time! Great work!

I really like the idea behind this, I think the control scheme would need some tweaking to feel better (I kept dying because of how my fingers/hands had to be positioned) but there were several moments where I was manically trying to type out the letters while still blocking and those moments were really fun!

It's unclear how the mechanics work; I understand that you took away the mechanic of slashing or hitting, but it's just not clear what gameplay emerges from that change.

Maybe there was a problem with my browser but I think there was only one level? It had a lot of potential, like if left-clicking and right-clicking sent the knight in different directions, and I could see it being really fun and frantic if the speed were increased (perhaps in a later level)

A really cool concept, but very clunky controls. I think I would've pushed much farther in if your direction input changed with the camera, such that pressing up always pushes you into the screen, rather than the direction the character faces.