Great game and concept, it was fun once I got the hang of it. One issue I had were weird random freezes on webgl build (My PC isn't weak or anything like that). Otherwise this is a great idea, I think you should develop this further
Limoka
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Amazing game, a bit hard to understand initially, but once I got the hang of it, it was really fun. A minor nitpick is that it looks like I'm floating or something (I get this is meant to be top-down, but the art just doesn't really sell it). Also it would be nice if there was an indicator when my main weapon is ready (like the grenade one)
Really fun game, played for far longer than I planned for. My only complaints are:
- After getting a strike I'm forced to play the second ball, but there's nothing to hit
- Shop upgrades initially are great, but at some point I bought all of them and it kinda gets lame
- I don't get the point of barrier upgrade, doesn't really give much
- If I get a split upgrade, copy balls remain on field after the hit, and well into next rounds
- In leaderboards if I already submitted I can't update my score (And I can't exit leaderboard because my own username is taken...)
Ah, and btw, that country detection is flawed. I'm not in finland, I'm just using a VPN
Thanks for playing. Stacking timers is absolutely intended.
As for pushing and moving objects, this is an unfortunate oversight on my part. The game started with purely grid based movement, for both the player and boxes. Then as I was developing the game, I realized it doesn't really fit what I wanted, so I reworked player controller, but for some reason decided to keep cube logic as is, which leads to these issues.
I must've gotten so used to grid movement that I failed to see that moving objects was a pain. You can even see in my playthrough video, how I move almost as if I'm on a grid
Extremely fun and chaotic game. Though on my first attempt I bought a bunch of upgrades for the armory and didn't understand why I can't do anything. I think a tutorial would be really nice. On the second attempt I did manage to figure out how to get resources.
Also a small nitpick, text on building description is really small and a bit hard to read
Thanks for your feedback. Yeah, I guess physics is one of weakest spots of the game. Specifically I initially made the game with push only physics, but then decided to add dragging too, but didn't bother polishing, as I was expecting it to be an exit hatch, not the primary way to move things
Regarding ordering, I just reordered some puzzles if I felt they were too similar.
Also those doors in 6A are a bit visually confusing, I probably should have realized that, but anyway. They let you pass, only once the moving bit has moved completely. This was done intentionally to force the player to learn a behavior of swap gun








