the-crane 2021-10-05 03:49
Great art, although I don't understand it a bit.
Foon → Ludum Dare Explorer → LD49 → Autoscript
By zachary-barbanell, knexator and Calvin Beeman-Weber
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 743 | 3.52 | 21 | |
| Fun | 1202 | 2.97 | 21 | |
| Innovation | 47 | 4.18 | 21 | |
| Theme | 1197 | 3.00 | 20 | |
| Graphics | 308 | 4.10 | 21 | |
| Humor | 2.66 | 8 | ||
| Mood | 554 | 3.58 | 20 |
Great art, although I don't understand it a bit.
Art is great, there needs to be a much more gradual introduction to the parts or you need an indicator to show the player what will happen. The game as it is now is too hard imo. But it was still fun!
Complex but nice game. Good Job!
I managed to do levels 1-3, but can't for the life of me do anything beyond that.
I like the idea and the first 3 levels were fun, but some of the interactions feel really complex and there are so many things in the palette. Like on level 5 the diamond removes _some_ of the balls but not repeatedly and I don't understand why. I could've probably used a "Hint" button that drip-feeds me the relevant mechanics or something.
I also really appreciate being able to freely change level. I closed the game a few times then thought of another idea to try, and I could hop right back in to the right place.
very innovative never seen something like this..
i dont get how it is connected to the theme but thats not a must i think..
graphics are really really good. i like it much!
overall a very nice and innovative puzzle game can easily become a daily puzzle game!
i couldnt go past level 4 too
This is... really hard. ^^() I have no idea what I'm doing. There's not enough information for me to feel like I can understand it. I like the art, at least! (Is there supposed to be sound?)
A really fun puzzle, I don't think I've seen anything like this before. Could use a gradual introduction of glyphs.
It looks cool, but it's a ton of complexity at once. The pieces have multi-part rules with additional conditions and side effects, and there is very little visual clarity. For example, destroying, pushing, and pulling indicators all look the same, and it's total trial and error to discover that a piece fails under some condition.
I think it would have been nice to unlock the pieces over time so that the player isn't distracted by trying unnecessary pieces. There could also have been some more puzzles that only required 1-2 pieces early on to help introduce interactions.
I completed levels 1-3, but 3 was tough and required finding a way to cause both the destructor and the rocket effects to not trigger, as well as some careful placement and timing.
Others have commented on the learning curve, so I'll just say I appreciated having free access to all levels, especially on a web game I may come back to after losing save data. Visually it has a strong coherent style, though it's a little tough to tell what's interactive and what isn't? Naturally I could figure out from context that thinks like "Pass turn" were buttons, but it would be nice if the interactable elements were more distinct?
(FWIW I've done 1-4 so far; I feel like I would need a *lot* of experimentation before I can get anywhere in the next few, though.)
I did 1/3 of the all levels because it was really difficult :sob: BUT it was cool, and it give to you a good feeling of achievement when you succeed a difficult level
Clever and pretty, but confusing without better tutorialization as others have said. Nice work.
Beautiful art and sound, lovely aesthetic! I do also appreciate the convenience of playing in browser with mouse only. I get that it's intended to be hard and complex but a little more feedback could go a long way to enticing a new player to persist with it. I like the previous commenter's idea of introducing the pieces gradually. Anyway, what an impressive submission! Well done.