Oh lord, this brings back memories of raid healing. Really needs sound though, especially for stuff like Solaria and Lunaria where you have an important phase transition.
I too will often break into people's houses collecting arbitrary vegetables and magnets and shit to accomplish basic tasks that could have been trivially performed by any one of my fingers, whilst listening to a public domain song inexplicably cut three and a half beats short.
The movement is horrendously jarring, and being killed by your previous trail but not your own body like literally every other snake game is very unintuitive.
Maybe don't highlight a vast overabundance of objects you can't interact with, and don't make stuff you can extremely small and almost the same color as what it's sitting on like the matchbox.
"Happy White Day"? Um...that may be a totally innocent holiday where you're from, but translated to international audiences "White Day" has really bad racial implications. :P
Thank you! There are some good levels but some could have been better. The difficulty curve is a little weird too. Hopefully I will improve on my next puzzle game! Cheers!
The first cryptogram is doable, and it looks like the third usually is -- but just about the entire set of candidates for the second one are WAY too short with almost no shared letters.
Try attempting the second set with a different perspective than the first and third. See if there's a pattern or some information from that single letter.
(Love the Cecil icon, btw)
This is incredibly sloppy. You have two puzzles in this game that your own walkthrough skipped because it can't demonstrate a solution. The light blue rotating figure 8 puzzle is difficult but solvable -- it's mostly about finding a set of moves that flips two icons and restores the rest to their old positions (the same process as solving a Rubik's Cube). The dark blue sliding symbol puzzle is so transparently impossible it should never have passed testing -- with only one empty space and one node joining the left and right sides, you can only cycle the order of one side at a time and moving pieces between the sides is not possible.
Putting up ads on every single attempt is atrocious. Also climbing ladders ends with you *several feet in the air*, which makes it unnecessarily obnoxious to gauge when you're going to start running again.
No idea how you're supposed to get the gold scores in shortest path 16 and 18. 18 I'm sure I'm just not thinking of something, but 16 looks impossible -- it would actually have been easier with a 9th green and purple because you could make a V, but with only 8 you have to schlep stuff all the way across the board.
Yeah, you are right, there was a mistake with scoring. I am so sorry. I've just uploaded fix to gold limits. Please complete any level to resubmit high scores to the site.
Does this actually have any different levels from the last one? Because I'm four worlds in and it basically just looks like a more eye-rapey skin of it. With the kind of extreme visual precision you had to exercise in the tail end of the other game to discern which way a gate faced (especially during the scrolling levels, and given Unity's usual FPS), all this added visual neon noise frankly just makes the game more annoying.
Thank you! There are some good levels but some could have been better. The difficulty curve is a little weird too. Hopefully I will improve on my next puzzle game! Cheers!