lugito's Comments

Game comments and reviews

Unlock prototype

Sep. 18, 2016

3

I like the mechanics. It is an idea worth developing. More levels (design) Clean graphics (what about more color?) This is what I can suggest you.

Cube Escape: Case 23

Aug. 13, 2015

7

The timed part completely breaks the game. Time is too short and you just have to rush and memorize from previous tries. Too mechanical.

CAZE

Aug. 08, 2015

4

I think that to make this more a puzzle and less a geme of reflexes, the maze rotation should stop during the ball transition between inner-outer levels. The way it is now, you must take into account that you traverse openings diagonally or you can hit walls.

Push Out Fans

Apr. 22, 2015

0

I finished all levels. Curiously, the one that was more difficult for me is 23, which LOOKS just like a mirror image of 21.

Push Out Fans

Apr. 18, 2015

3

Tapir puzzle games are always great in mechanics. I think Teleport Twins is their best. Graphic is quite essential and I like it, because in this way game mechanics stand out more. I just wonder how Rect Pushers (the mobile version) is doing, in a market where almost everything is smoothed, round and fluffy.

The Splitting

Jan. 06, 2015

17

This was very good. I hope part II comes soon. Just one suggestion: let me walk through door without using the interaction pop-up. Just walk.

Developer Reply

Thanks! We updated the game. Now you can walk through doors without interaction pop-ups :)

One More Line

Nov. 29, 2014

46

Good concept, great graphic, but there's no way to steer away from a collision course once the object you're gonne collide with is the one you're going to grapple (the nearest one). This requires planning ahead and the portion of course visible is too smal for that.

Hextris

Aug. 11, 2014

2

This is great game for just 10 hours of coding! I think this is the reason someone finds it boring is it lacks speed and music. The concept is very good: do not complicate it , do not spoil its minimalism. Did I already say it is a wonderful game considering it took just 10 hours of coding for a bunch of middle/high schoolers?

Lost Galaxy

Sep. 15, 2013

3

Graphic and setting are cute but I don't think mouse control is appropriate for sokoban games.

I Am Level v1.0

Sep. 08, 2013

115

The Manic Miner boot! Now I'm sure about the Speccy. I explored just a bit, but it looks like you made a profesional 1985 game. Game mechanic is fun and the map is complex enough.

I Am Level v1.0

Sep. 08, 2013

6

This is very good. Looks like a ZX-Spectrum emulator: fonts are the same and also the blocky graphic. Lovely.

Metal Swarm

Aug. 25, 2013

5

Can't go wrong with Galaga, but I'd like to see my ship explode, not just the "ships left" counter decreasing.

Developer Reply

It does a little bit of a fade/flash thing rather than an actual explosion. An explosion would have taken up more file space which in this case was the main restriction of the contest.

Min Hero: Tower of Sages

Aug. 01, 2013

1

Very polished. The artwork is at the same level of commercial games. A couple of suggestions 1)"normal" doesn't sound right with other elements: what about "physical"? 2)I'd like an inventary tool for gems, without having to go through minion details.

enCODE

Jul. 22, 2013

10

I like it. I just played trying to maximize unit creation and I lost. I can see there's a deeper strategy (taking killing into account, I suppose). The outcome of your play is carried out too fast: I cannot understand what's going on. A speed-regulating knob would be great.

Developer Reply

Wow, that's a great idea! I'll probably add something like that after the contest is over :)

The Peacekeeper

Jul. 14, 2013

0

It will run on a 286 if you just turn gibs off. It's true!

Mr.Coo

Jun. 30, 2013

0

Can you escape if you choose the the alarm clock?

Developer Reply

You can escape using the three gadgets , and you can also go through two ways .

Mr.Coo

Jun. 30, 2013

0

The animation is great: I like the style and the quality is professional (and quite old fashioned) but having to restart after each death is frustrating.

Developer Reply

Notice that if you passed a part it won't make you do it all over again , it just gets to the end of it

Rescue Eve

Jun. 06, 2013

14

Great Sokoban! Controls are slippery: that's a real pity.

Skyscrapers Light Vol 1

May. 16, 2013

173

I like your puzzles, but why you never implement a "next puzzle" button?

Skunk Meat

May. 15, 2013

6

too repetitive: it's just a long streak of unrelated encounters, obviously random and chosen from a very limited basket.