Love the game. Don't need no steenkin' badges. I do wonder why even though I've thrown many pick-six interceptions, my defense has never gotten one in over 15 seasons of playl.
Adding a +1 to the comments that A) unidirectional pipes add nothing to the logic of the puzzles and B) various levels have multiple solutions but for mysterious reasons only one solution is accepted. Levels 25 and 26 are clear examples of both.
The unidirectional pipes are especially annoying since you can only move them in one direction.
Fun, relaxing game that requires an entertaining amount of puzzle-solving. My only complaint is that the solution to Level 17 requires a game dynamic that is no reasonable person is going to expect and that violates basic physics rules. All the other levels adhere to essential physics and, though sometimes challenging, make sense when you figure them out. Level 17 makes no sense. (I did solve all 20 levels.)
Pleasant and engaging puzzles. Definitely requires logic to complete. As others have noted, the yellow and orange were not always clearly discernible, which created unnecessary difficulty.
It seems that when you fail at a 2pt conversion the opposing team starts deep in their own end rather than having to receive a kickoff. Unless I'm missing something.
I appreciate the aesthetics and the blue screen of death. Others have noted that there is very little, if any, strategy in the game. That is correct. There is no consequence for failure, and there are no meaningful choices to be made. However, it seems that these faults could be corrected.
Quite enjoy the game mechanic and the overall design. The sounds are gentle and inviting. The music cut off after rather a few levels and there was no repeat or other music. Would like to have either the same or similar music throughout.
The artwork is solid, as is the world-building. However, the game moves sooooo slow, and the puzzles require far too much random clicking about. Need some kind of indication that inventory items can be combined.
Thanks for playing, and thanks for the feedback! We're already looking at ways we can make things more obvious without totally giving the solutions away - it's a challenge, but we'll do our best to meet it!
The shadow mechanic is fun and adds an enjoyable level of thought to the game. In this simple introduction to the mechanic, the puzzles are on the easy side, but it was an enjoyable few minutes of puzzling.
Fun game. Cute character. Interesting mechanics. However, I will jump into the conversation about checkpoints to say that I don't come to games like this to spend my time developing skills. The game needs checkpoints.
Love the sound design and music. I'm also a big fan of the single button game mechanics. I do wonder why the gravity switch does not affect the other blobs. It's somewhat understandable why the gravity does not impact the butterflies and the items rooted to the ground.
They are sticky. There was an enemy with the same type of the player, and it was affected by the gravity, but it was hard to fit well that enemy in the level design and I ended up removing it.
I'm a big fan of @bontegames. Gave this a 2 simply for level 22 alone. It's simply not compatible with the genre, not only of previous games but of this one in particular. It's a cruel punishment for simply being slightly slow to restart back to zero.
The sound design and visuals are quite nice. The basic mechanics of the puzzle are solid. However, I find the shapes instead of numbers choice to be more annoying than innovative. I'm willing to accept that my brain may be more verbal than visual, and the intended audience for the game may be the more visually attuned.
Thank you for your kind feedback. You are really on point with the shapes or numbers subject. We actually tested both out and got 50/50. We reckoned it was a matter of taste. If you're interested You can check out the designs in process on instagram(@wayway_studio). Thanks again.
Whoa, thanks. Was really just uploading these games to archive them and show to friends. Never thought anyone would actually play them, much less give good feedback!
Was considering remaking this game with more levels and less bugs. I’ll keep your suggestions in mind if I ever end up actually doing so. Thanks again!
The graphic style is cool, but the reliance on stark silhouette makes it hard to tell what is actual ground/obstacle and what is not. The forward/backward lean dynamics are WAY too sensitive.
I very much enjoy the visual style and basic mechanics. There are a great many details that would be nice to have explained (like having to activate a banner and only being able to use one at a time). I do not understand the reason for having to convert spoils; the only possible outcome of that action is to lose. There needs to be a possibility for a "plus" in that activity.
Thanks for playing, and thanks for the feedback! We're already looking at ways we can make things more obvious without totally giving the solutions away - it's a challenge, but we'll do our best to meet it!