I REALLY enjoyed this game. Really clever mechanics, with opportunity for creative gameplay (e.g. "do I knock the red -1 ball out of the area, or do I risk it and try to get the green -1 and the purple x-1 ball in?). Graphics are great as well, and the "click" of a pool ball is always satisfying. Lovely stuff.
aegboks
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Thank you! I think in future I’d remove the “Red Herring” puzzle-elements – not because I want to remove possible alternative solutions (those are awesome!), but people definitely got hung up on some of the non-necessary bits. As a result, a couple of the puzzles were harder than they needed to be and, in my view, less fair to the player. But hey, live and learn.
Appreciate the suggestion for extending the game! We’ve not agreed to take it further yet, but it’s definitely a possibility…
Really, really appreciate the playtest! While we did do playtests during the jam (which led to some very necessary improvements), we really wish we'd playtested more. So your video’s been incredibly useful, and already added a couple of things to our “to-do list if we continue to work on the game”.
And sorry you got hit by the music thing. The licences for the two songs do allow us to use them (both commercially and non-commercially), but we didn’t realise they’d get picked up that way by YouTube. In future, we’ll make sure the music is “YouTube-safe”.
As a “thank you” for your video, I’d happily playtest your next game! It might be a bit dependent on my availability, but given how useful it’s been for us, I’m more than happy to reciprocate!
Thanks! I think this may be a lesson-learned for me: Don’t make puzzles (especially in games of this length) too difficult. Quite a few players are getting stuck on one of the final levels, and missing some moments we’re particularly fond of in the final level.
Absolutely take your point on the enemy follow-behaviour. And sorry you got stuck in some places – as other players have mentioned, we should have added a restart button (this was on our to-do list, but never reached top priority). Beyond that, if we spend more time on the game, I’ll see what I can do to minimise the chances of getting clipped into a “wrong” position.
Thanks for playing!
Really cool concept for the controls, and different from anything I've played before. Some indication of power on the jump would be nice (e.g. a gauge showing how far off max-power you are).
Because they're so different from other games, the controls are tough to get your head around, which makes the pace quite slow and even some basic platforming areas quite tough. I'd love to play more of this, but I'd definitely need easier levels to get used to the controls.
Really liked it.
