Very innovative concept! It's so cool to leave messages in the sky by plane! It also gives me a sense of being able to connect with other players. good job!
VVVoidCake
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Thank you very much for your in depth review! Yes, refining the interaction and feedback experience of the game does indeed consume the energy needed to deeply explore the game mechanics, especially when completing the jam task alone. This indeed requires a good balance. Perhaps if less effort could be spent on the early conception stage and the guiding production, its gameplay mechanics would be more interesting!
An outstanding meta concept! ! At first, I just thought I wasn't going to touch the yellow ball (I mistakenly believed that touching it would kill me and I would have to start over), which caused me to be stuck for a long time. Then later on, I gradually discovered a new world! However, I think if the replay after death were smoother and more seamless, and the accuracy of the damage box was further improved, the gaming experience would be even smoother. By the way, I think the sound effect is completely worthy of a full score!The narrative concept is also very good!
A SUPER COOOOOOL game! i love it. The game concept is excellent, the art style is great, the feedback is polished quite perfectly, and it combines well with the theme. However, its difficulty is indeed challenging. I got stuck at the fifth level. To come up with a solution and successfully control it to pass does require a strong understanding of the game.But in any case, it's a really Amazing game!
Long time no play to a driving game. . I remember the last time I made a driving game, the control feel was simply terrible. But your game has achieved good control within 4 days! And I like the feeling that it can compete on the same stage with my past self. There is just one thing: the appearance of the big pendulum and the super narrow passage in a racing game feels a bit strange.
Nice, interesting core mechanic! It unifies attack and strategic movement and limits the launch by only firing one boomerang. I'm glad you made a complete guide level (but I did get stuck on the invincible Dash section, which forced me to quit and re-enter to play the endless level). Besides, I'm curious about what would happen if the player's WASD movement were removed and the boomerang or the player's own movement ability were enhanced. All in all, well done!
A REALLY REALLY COOOOOOL GAME! I love it very much! It will be my favorite game in this jam so far! It's hard to imagine that you all accomplished such an outstanding job in one jam! It reminds me of the witnesses, as well as extremely outstanding indie games like Outerwilds and Tunic where puzzles blend into the environment. The environmental art is just right, and the sound effects are also excellent! Although I spent half an hour only passing the 7/11 puzzles, some of the puzzles were indeed a bit difficult and I didn't quite understand why they still couldn't be aligned with E. I sincerely hope that you can continue to develop this idea!
Thank you for your review! In fact, there is no penalty for incorrect clicks (nor should there be, as this does not align with the game's goal experience). In the game, feedback is provided to let players know that this is not the correct block and to encourage them to find the correct one. But as one player mentioned, I can prompt which blocks can be triggered after the player has not input for a period of time. And this would be an interesting improvement.
The concept of spiders catching prey is interesting! The visual presentation is also good. At first, I didn't have a good understanding of the manipulation, but when I tried for the second time, I was finally able to score relatively smoothly, although it was only at a level of a little over 1,000 points.
In fact, I have never played an escape room game. Although I was confused for half a minute at the beginning, I still guessed the intention of the puzzle and passed it. It felt good when you guessed the meaning of the symbol, but it was indeed too short and too simple. I hope you can continue to develop this Idea!
Thank you for your visit and suggestions! Regarding the size of the chessboard, I just intuitively set it to 5*5 and did not attempt to make it larger or smaller. But as you said, downsizing to 4*4 is indeed a way to speed up the pace (of course, this also requires more playtests); Shaking those activable tiles after a certain period of time is indeed very useful and I will add it to my to-do list.