The controls are horrid, like others already said. The character should have some at least subliminal acceleration and not just constant speed on input. I don't think the height of the jump is the problem, the problem is that the gravity increases when the character is falling compared to when going up during a jump. And the bat movement is weird as well - they need acceleration, not just the decceleration which is present now.
Just look at any popular platforming game and observe how they work with acceleration.
Also, it was very unsatisfying when the stage ended while I was in the middle of destructive mayhem. Maybe keep the stage rolling, with a "next level" button (activable with space for example). I enjoyed the bosses, but the big brain was not fun. And the very last part was very confusing. Why disable autofire? And it sucked that I was not able to move, which caused me to miss a bonus.
I think there are unnecesarilly many levels with different objectives. I would probably be happier if there were say 5 infinite levels with high scores.
In conclusion, the game is fun. The enemies are juicy, visual effects on spot, music and sound perfect. What a shame it is all killed by lack in game design.
I understood what you meant. I also understand and assume that the missions really lacked a bit more design, but with all these comments I have, with all these tips as yours, I'm sure to make a second game in this style remembering all that. I apologize for the flaws in the game, it's the first one I do in this style. Thank you very much, your critical comment and also constructive, helps me a lot. Thanks so much for playing and commenting good stuff.
I really want to love thís game. I really do. I love the overal visual style, the game is smooth and fun. But there are some major flaws. First and foremost, the bubbles pickup. I may be missing something, but it seems like it renders your weapon useless, on top of removing any weapon bonuses. There is no clear distinction from the actual bonuses, and it is very much not fun. What makes these work in other games is that it is a kind of double-edged sword. For example, in breakout you make a ball faster, making it harder to bounce off your paddle, but you also destroy bricks faster. Maybe consider replacing it with a bonus that makes stronger enemies but also they give more coins? Or disable shooting while making you invincible? I have absolutely no idea why is it a D on orange surface if it creates white bubbles. If I were you, I would just drop it. (cont)
The game is too unresponsive. No audiovisual feedback on my actions at all, particluarly jumping. Moving the character feels bland and boring. There are no cues as to when I can move and when not, and which parts are movable and which not. All moving parts should have the same animation length, otherwise I want to move when animation of some parts finishes while others are still moving, making me fail.
I gave up at 11, not because it was too hard but because the ux was not up to par.
Otherwise, mediocre puzzle platformer.
There are many things I would improve. The most important would be highlighting where the same colors meet, then make it more visually clear which areas touch each other and which don't.
It is a bit weird that once I 100% a level, that it reverts once I hit "reset" in the level.
The upbeat music gets old quick, I think this style of game would go better with a more ambient and slow style.
Nice! I spent way more than I want to admit on speedrunning and finally got a run I am happy with. How can I shave 8 seconds off that time, I don't know.
First of all, I really like the game. Spent good 5 hours on it. But the worker assignment is frustrating. First, I cannot hover the buildings to see what they actually do, or even see their name. I have to find the building in other menus, and then assign. When I reduce worker count, I expect the left over workers to evenly distribute among all buildings and not stay at same jobs. I would like to rather set percentage of workers I want to have the job, or something. In current system, there is no reason to disable raising the number above capacity.
Good to hear you like the game and that it kept you playing for so long!
I agree the worker management could be improved. Hovering over the buildings will be in the next update, and I'll look how I can improve on the rest!
Love it! As a high score hunter, I didn't like the relatively low skill ceiling; I have played two games, both without losing a plate, maybe losing half a second here and there. Also, I don't like that I don't see what I get my score for. Maybe a little break down at the end game screen would be nice (eg. plates caught: 100 * 47; customers served: 200 * 47; time bonus: 6000) and make the score gained hover from character's head or something. Also, I didn't like the slow difficutly curve. Either make the difficulty ramp up much faster so that a typical game lasts 2 minutes before you lose, or introduce multiple modes with varying difficulty.
Thanks! I definitely understand what you mean about the scoring, it probably could've been done better, but we'll just have to experiment with that a bit more in our future games. But thanks for playing, I'm glad you generally enjoyed it!
Oh, thanks for the save reset options! I was ready to abandon this game when the second wave came and I had lost my save. I am really glad I can return to the game. It's been a while, but I certainly remember it as a strong gaming experience. And there goes my night...
The game is almost hilariously buggy, but other than than quite nice actually. Clicks often don't get detected, explosions are behaving weirdly, text mode overlaps with settings, snowball goes bonkers once it's too fast.
So I just played this for 3 hours straight and solved everything except for stars on levels 52 and 62.
The level design is very clever, with very few rules but genius ideas (I liked level 52 in particular). Also, impressive amount of content for quite such simple mechanics.
The music was quite... simple. But I didn't mind it. You still probably want to have mute button in-game.
Also, why Kong high-scores are not working?
The statistics api is working, and I could have it display levels cleared on the leaderboards. Actually, I'll do that right now!
P.S. once you 100% complete the game, beat level 64 again for a special easter egg!
Really liked it! Level 70 was the most satisfying to solve.
The core concept is new, clever and intuitive. The level design is clever and innovative, creating interesting puzzles with very few mechanics available.
I didn't really like the fact that there were digital numbers to signify the order of the squares. I feel like different brightness (dark -> light) could work better, or perhaps sides of a classic die.
Difficulty curve was a bit wonky towards the end, some levels required a thought and idea, while others were clear on first sight.
All in all, 4/5.
I added a little acceleration on input for the character. Thanks for the feedback.