Wait this is such a creative idea omg lol. I've never seen a platformer where you can control a platform with the mouse! It was so cool jumping across the map and catching myself! Or climbing up a wall continuously up into the air! This is literally probably the most creative use of the theme I've seen so far. Very nice!
ColeDuck
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Time not progressing in the right room is intentional to give you more time to complete the puzzle lol! Sometimes I think I should have made all puzzle rooms like that freeze the timer...
Yeah... The world resetting at the same time u enter a room transition seems to break things in very weird and unpredictable ways. I have no idea how you could walk through walls!! Should be easy to fix though for a post-jam update.
I'm glad u enjoyed it so much! You all are making me very interested in oneshot lol!! It's been on my radar for awhile, but I've never had like a push to actually play it. I'm definitely going to now!
I kinda thought this would be more of a puzzle game ? It kinda felt more like I just need to find all of the hidden pickups behind crates. Once I did that, there wasn't much of a puzzle to it, I kinda just went though the level with the only path available, y'know? Super cool concept though, many of the levels were great fun! Too many were just super large sprawls of hidden pickups though... :(
Still good game!
Those rooms are a little annoying I agree, especially the room to the left. That one was originally a large maze (that was mainly designed to waste time), but it was kind of annoying so I simplified it. During my playtesting I wanted to remove the little U-bend, but I didn't have enough time to change it. I never had any problems with running into walls, but I can def see that being a problem if ur not the person who designed the levels lol. I also agree the machine should be closer. I also wanted to move it closer, but I thought it might break the balance of the final challenge to reach the end, and didn't have enough time to test it, so I just left it as is.
As for the puzzles, I didn't pause the timer for the first one because I figured it's so close to the beginning room that it didn't really matter. And like you said, once you solve it once you're done, so any annoyance wouldn't really matter. I agree this was probably a mistake. As for it resetting itself, this actually makes the puzzles easier! They used to not reset, and if you made a wrong move or two, it was extremely difficult to recover from. I would get stuck for minutes trying to solve it. By making it so the puzzle always resets to a stable state, it ensures that you never get too far off track. Now.... obviously this does have side effects, like making it hard to understand what is even going on for the first puzzle, since you can't easily see the effects of stepping on a switch. And I wanted to change this! But also ran out of time. I also agree that adding a manual reset could have been helpful, but I thought maybe players would not use it properly. Like, the puzzle on the left is meant to be solved in two button presses, so it resets on the second press. The puzzle on the right is meant to be solved in 4 button presses, so that's how much you get. If I let players manually reset, they might reset too early or too late, y'know? Maybe this isn't actually a problem, I don't know!
The reason the timer is so low is because the whole main idea of the game is that you have to learn your way around the map in order to make it to the end in time. Each little nugget of information is supposed to make the game faster to traverse on the next iteration. If the timer is 5 minutes, the timer becomes basically meaningless. I might as well just remove the timer completely at that point! I do agree though that all the puzzles and the locked door rooms probably should have paused the timer. They did at one point, but I removed it because I kinda... didn't like pausing the timer? I thought it took away from the story of the game. I probably should have just left it though. I do agree the game can be extremely punishing if you keep running out of time and can't figure it out. I actually wanted to add an option where you can temporarily have infinite time just to test things out, but I didn't have time to add it! Again!
Anyways, thank you for your feedback! I may make a post jam patch where I fix some of the issues I and other have with the game. I'll probably implement pretty much everything you said lol (except for making the timer 5 minutes, I'll probably just add an option to increase the timer for a single loop or something)
I liked it! I really did like it. It reminded me of doom eternal honestly. The final boss fight was very hectic and cool! The music is bopping and the art and particle effects go crazy! I really have no clue how you guys made this so fast!
I do have a few critiques though... I think it would be better if you had to *actually* time the shots on beat. There is nothing stopping you from just spamming click right now! Maybe it isn't what u were going for, but I would love if this game was more like a rhythm game! I also thought the music during the boss didn't have a very obvious beat, so it was easy to lose the rhythm, I kinda had to just use my internal clock during it. Also, I feel like the smg was just slightly off beat? Like it felt on beat and off beat at the same time... idk really.
Other than that though I had a lot of fun, great job on this guys!
Interesting... What room transition did this happen in? Was it when the timer ended and it was meant to bring you back to the start? Converting the game to web did introduce a lot of weird bugs with room transitions (like the music glitching on reset sometimes). Anyways I'm glad you enjoyed the game other than this one hickup!
Probably could have used a tutorial that teaches you what is all possible (Riding pieces, getting pushed by them), but other than that it was actually kinda surprisingly difficult. I think this could be expanded if u made each level its own thing (instead of relying on previous ones). Also was this AI generated? It looks AI generated.
I quit playing because the game randomly killed me after I came back from a binary to decimal website. I like the game, but I don't like that to unlock the rest of the game u have to just stand there doing nothing for a minute next to the controller guy. It makes me not want to keep trying to get further, y'know?
That was soooooo weird what the heckkkk. The voice clips are really funny.... Uhm... I feel like you should have added obstacles or something, I kinda just went up and up and up super quickly with nothing to stop me. Super similar concept to a difficult game about climbing. Cool game, congrats on ur second jam!
I'm ngl this game was super confusing at first. But once I figured out the movement, it was quite fun! I'm impressed with how far you managed to push this simple mechanic to create little puzzles. The only real complaints I have is that I wish there was a better tutorial, and sometimes the "web" just doesn't shoot out? It made climbing some sections really frustrating. Other than that rlly good

