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TomPK7

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A member registered Aug 06, 2018 · View creator page →

Creator of

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(1 edit)

Hmm, I was hoping people would figure out the costs and gains by experimenting. I like the hover preview idea 🤔

Its set up so the larger the group of a resource you collect at once, the more efficient it is to collect. It costs 2x the number of tiles collected in power, but you gain 2^ the number of tiles in that resource. 1 tile is basically a loss. 2 tiles break even, costs 4 gives 4. 3 tiles nets gain, costs 8 gives 16. 

There is a line of text below the resource counters/clocks in square brackets that should tell your gain/cost for each action.

Thanks! I Updated the instructions and one of the screenshots to help better explain the grid mechanic. Can you let me know if anything else specifically needs clarification?

(Sorry for the cut and paste response, I got 3 of the same feed back lol)

Thanks! I Updated the instructions and one of the screenshots to help better explain the grid mechanic. Can you let me know if anything else specifically needs clarification?

(Sorry for the cut and paste response, I got 3 of the same feed back lol)

Thanks! I Updated the instructions and one of the screenshots to help better explain the grid mechanic. Can you let me know if anything else specifically needs clarification?

I would greatly appreciate any feedback/design critique! - Thanks!

Nicely done. My first thought was platformer with a timer, but I kept going and there was a lot more to it than that. The physics and graphics are great. The redlight/greenlight levels feel like they need something. Its a good challenge but the waiting didn't feel rewarded anywhere near as much as not waiting felt punished. (To be fair I was playing without audio which may have affected the feel.)

This looks amazing. The art and intro and even the itch page theme and content. Unfortunately, movement isn't working for me in the embedded version. It looks like you put a lot into this though. Keep up the great work!

Great systems, nice art. I did get a little confused at first about descriptions mentioning left and right. Wasn't clear whether it was the left column or the cell directly to the left of the item.
Still, awesome game!

Nicely done, I like the animations and sfx for all of the interactions. Nice Hollow Knight Easter egg too 😂

(1 edit)

Dang thats polished. Very nicely done. Great animations and transitions and feedback for user input. I didn't get the hang of bigger reactions or get past the 3rd level but I'd love to see power ups or special tiles that increase the range of reactions. Something to keep mixing it up once you've figured out the optimal pattern for standard tiles.


Edit: I got it now, also I misunderstood the run system. Still awesome game. I could get hooked on this, especially if it were longer.

Love the art style!

Great mechanics and puzzles. Awesome execution. This is fluid and fun to play. Nice art, music, and sound. 10/10! would play again.

Awesome game! Great writing, plays smoothly. Mechanics are all working well. I didn't find anything I'd call a bug. Love the after game detail, I ended up trying that on every tile of the map xD.

Well done!

This is awesome. Great concept, extremely well implemented. Great sound, visuals, controls, design. Very nicely done.

Very well made. Love the sound effects. Motion was smooth as butter. I was running into a bit of confusion about whether I could beat a level by letting a looped self exit and about which loop I was in or would be in upon respawn. Something to indicate these things might make it more intuitive. I have played through a number of time loop games with similar puzzles in the past and I think it would be interesting to see the mechanical concept played with in some more unique ways. I've mostly seen levels that beg the question "how do I get to the end and have all of the buttons pressed at once?". Could maybe make it stand out even more by subverting that expectation and making levels that beg different questions.

Thanks!

Yea, I jammed solo on a busy weekend and ended up only scraping together 12 hours to work on it. I'm definitely wishing I could have given this more attention but I'm glad at least it was technically playable this run.

Nice catch. I updated the game after writing the description/rules and bloom mode now spawns with 2/3 surrounding while default spawns only with 3. Bloom mode also removes the extra row of territory which can't be directly played into (because thats how it worked before the update)

Great game. Catchy music, well paced tutorial, not too hand-holdy, fun to play!

Nicely made. This is fun. Love the theme too lol.

Great game, how do I claim the free toaster? =P

Joking aside, very nicely done. Would be neat if dying so many times would switch gears and ask the player to remove an element.

Great concept and really well polished. the difficulty on level one was a bit high for me though, I could spot the intruder every time but was never able to catch em.

Wow nicely done! Awesome name, smooth gameplay, great mechanics and concept.

This is amazing. Love the leash mechanics!

Lol more in response to the title than the post, but I'm sitting here with a game I made years ago, wishing I could submit it for this Jam. 

http://www.adventurepong.thomaskuharski.com/

Awesome job!