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Potbank Software

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A member registered Dec 16, 2016 · View creator page →

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Simple concept but challenging. One of the best I’ve played so far.

Very fun and well polished. What engine did you use?

My only suggestion would be that once you’ve got the “Delayed Death” upgrade that you automatically jump to another infected (if in range) when you die. Or perhaps that could be a follow-up upgrade in the tree.

I like the RGB separation effect as you get increasingly nervous. A shader I assume?

Wasn’t sure at first but it grew on me. I played for about 15 minutes and got as far as a 52 second countdown before losing my last two fingers.

My only suggestion would be to add a round/level number so I can see how far I’ve got more easily than remembering what the countdown said at the start.

With more levels (if you could procedurally generate them) this would make a great phone game, or a companion to Minesweeper and friends.

I like the spell casting mechanic. I think that could work in a lot of games. My only wish it that the enemies telegraphed where they were going to move, as it wasn’t obvious why they came at me sometimes and walked away (or didn’t move) others.

I’ll certainly play again to finish the remaining levels though.

I really like this. My only gripe is it’s sometimes a little hard to turn corners (worse when you’ve also got to mentally rotate the keypad). You end up stuck on the corner not going anywhere until you move a different direction.

The core idea is fantastic though.

Do you have some specific thoughts about the controls? Someone else suggested the arrow keys should also be movement.

Very good. I spent about 20 minutes playing. Brute forced the third floor as I couldn't figure it out, but tried again and I can see it now.

The wordlist needs some filtering (I had * as a word at the end, and there were a lot of words that looked like random letters, like yff) but I like the basic premise. Made some funny sentences, although it wouldn't allow "gamebird staged opportune clawing until above belgrade", which I was most disappointed about!

I like it but it needs some coyote time to allow a jump just after coming off the edge.

You've uploaded the debug build of your game. When get the dialog to choose where to save the exported game there's a little checkbox to untick.

I'm surprised how many people landed on the idea of an ouroboros. As well as this game and yours I've played https://m4ngodev.itch.io/ouroboros

Ah hadn't noticed space did it too. That's a lot easier.

I like it, but I'd like some visual feedback as to the direction the cars are going to go, as I can't remember which direction I've just drawn. And the control to change from road/ramp/bridge needs to be somewhere other than the scroll wheel, as I keep scrolling past the option I want. I really like the mechanic it's just a little frustrating currently to draw the lines.

I thoroughly enjoyed this, enough that I dug out my modified Wii DJ Hero controller that has a microcontroller inside and appears as a controller. With a bit of code to translate the buttons to keypresses and turning my monitor on the side I was able to play. I think it introduced a tad too much lag (or my timing is that bad) but I was able to get into the rhythm eventually. I need a solution for the second level though with four buttons as there are only three on the turntable.


I'll write up a blog post and link it here if I remember.


My only suggestion (which I think would help with keyboards too) is to move the target to the side rather than the top. That way you're using left/right position of the buttons as much as the letters - I had to think whether top was F or J. Turning my monitor portrait helped a lot.

I couldn't make the game full screen - it shows up in a 1080p window but with window decorations and the taskbar, so it's cut off at the edges. Alt+Enter didn't do anything

Like a game of twister for your fingers.

I failed the 2nd bounce level but rather than resetting me it went on to the next level. Don't think that was intentional.

I found you need really short taps of left and right, rather than holding them. Creep in on the loop being small enough, and you can adjust the point on the loop you accelerate to position yourself. But it took me a while to figure that out.

Tricky to get the hang of (I think a tutorial level without the boundary, like in the game itself, would help) but once you do it's really good.

My thoughts exactly

Very enjoyable but I found the controls finicky. It'd occasionally select the shard beneath the one I'd currently grabbed or not let me rotate twice unless I put the shard down and grabbed it again.

The tileset is very good. Is it available to license?

Yes I expected there to be a button to put just the balls back. Easy enough with these to remember which multipliers you want to keep where but with more complex puzzles that'd be trickier.

I was a little confused at first but thoroughly enjoyed it. Well presented.