ecb 2024-04-16 01:35
interesting gameplay, would be nice if the squares didn't get stuck on the walls
Foon → Ludum Dare Explorer → LD55 → SacriSquare
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 553 | 3.59 | 23 | |
| Fun | 159 | 3.95 | 23 | |
| Innovation | 183 | 3.85 | 23 | |
| Theme | 892 | 3.23 | 23 | |
| Audio | 710 | 2.81 | 23 | |
| Humor | 949 | 2.36 | 17 | |
| Mood | 1102 | 2.80 | 22 |
interesting gameplay, would be nice if the squares didn't get stuck on the walls
Cool game! Spent some time trying to max my score haha
whilst looking and playing quite simply, its pretty fun! i like the sound effects, and the option to turn off the timer is good
weirdly addicting. love the choice between having help catching or summoning more to catch sooner. very nice
This scratches the same itch as Powerwash Simulator. It's satisfying to "clean up" all the pink squares. The stationary squares feel like they're probably a bug, but I wasn't complaining because it made them easier to collect.
This was interesting from a min-max perspective. I like how you have to calculate your returns to try to maximize how many points you can get, and how the potential score delta increases exponentially as the game progresses. It provides for a very compelling and heart-racing endgame.
I found the WASD controls kind of anxiety inducing- I don't know why exactly, but maybe because the targets were so small that you require accuracy while using a control scheme that doesn't allow for refined control of the player movement.
Overall it's a neat concept. I think with a different set of sound clips to ease the anxiety rather than promote it, plus larger colliders and/or a less 8-way (maybe follow-the-mouse?) movement this game would prove really addicting. :D
Maybe you could just halve the timescale to see if that solves the anxiety issue by giving the player more time to make adjustments.
Good job!
Great and satisfying game! My only complaints are that the squares often got stuck on walls, and overall the squares, or maybe the player, felt a bit too small.
Though the squares are too small and the game seems unplayable at first, with more squares is't not as bad. The gameplay is interesting, catching those squares using a tail of green squares as a net is satisfying.
Actually, it's very good and addictive! I love the indication of the expected playtime! Great job!
Fun little game! I got 52 max, tried a couple different strats (early or late drop off), but also only found out in the end you get only points for "dropping" off. The description speaks about orange squares which I haven't seen. Controls could be a lot better I think, would make a big difference, together with more "enemy" types. Also the background made it very tough to focus. But the base game idea is fun and has more potential!
Very cool mechanic, best score: 243 so far! The "b" for disabling the timer didn’t seem to work for me though (the timer disappears but I still get a game over screen). It could definitely make for a cool mobile game with more polish, adapted controls, various levels/upgrades, etc.
Does anyone know if you are allowed to edit the description after the deadline? Had a last second scramble when the finished build reverted to earlier colored squares, and when trying to replace ORANGE with PURPLE in the description, we seem to have missed one. (Did make the corrections on Itch.io)
A great example on how simplicity can make a fun engaging game. Loved it
I had a lot of fun, snowball mechanics are always fun!
That was ok - I'd play it again - I found the background distracting, but I like the simplicity!
Nice idea
I found myself enjoying this game more than I'd expected to, for how simple it looked. Having trailing squares be able to capture was a brilliant idea. There's potential in this concept, with more polish.