The mechanics of this game are completely at odds with themselves. To win the level and progress to the next one, you need to drop the key to the bottom. However, in order to get high scores, you have to avoid letting the key drop through as long as possible.
That is a very fair critique. It was overlooked in production because high score matters so little overall (and score gives you a very tangible way of understanding how good the word was that you made), but you're right – there's some unnecessary conflict in the goals there. Thank you for the feedback.
Pretty fun. You really should rearrange the levels, though. Introduce us to the simpler concept of a one-way switch before giving us a two-way switch. Level 7 is also much easier than Level 6. (And please let us select a different level without needing to sit through the intro cutscene.)
One thing I really like is that the 1.5x effect on Probetatoes lasts longer if you release them while your ship is nearest the bottom of the screen. The game never actually tells you this; it's just something that you figure out on your own.
I see your point, kekgames, but I think there's an easy fix that can stop cheating and deal with the "stop means go" problem. See, right now it's possible to reel in multiple Rhombs at once, but no puzzle solution (at least in the demo) requires you to do that, and in fact giving the player this power is what allows people to break puzzles. So all you need to do is make it impossible to have multiple Rhombs go simultaneously. Just have the game ignore any mouse clicks while a Rhomb is reeling in. Bam, problem solved.
That would make game feel less responsive. And from the different poin of view, sometimes letting players feel, like they have "broken" the system is nothing bad) Thanks for your suggestion anyway
The fact that blocking triangles switch when you make a rhomb go, as opposed to when the rhomb reaches its destination, makes things confusing. Effectively, when the triangles are in solid blocking mode, it's safe to send the rhomb, and when the triangles are transparent and harmless, you shouldn't send the rhomb.
The game occasionally stutters and makes me miss a jump. Also, the traps don't reset to their starting position when I die. 2/5 until you can fix these issues.
If you have lag in the game, probably by the browser, the game works perfectly in Chrome and Firefox, without lag, very fluid, has been tested in several pcs and browsers without performance problems. As for the enemies, they do not reestablish, it is not a fault, the game is like this, you die and you reappear, not the enemies. I'm sorry you had a bad experience.
That is a very fair critique. It was overlooked in production because high score matters so little overall (and score gives you a very tangible way of understanding how good the word was that you made), but you're right – there's some unnecessary conflict in the goals there. Thank you for the feedback.