loved it. super cute. i haven't really seen this mechanic much before—plenty of games, like VVVVV have had gravity-switching mechanics, but I don't recall thinking things like "ok, where in the level can I go high enough to get the momentum needed to make that jump (and, once I have that momentum, how can I get to where the "jump" is without bumping something and losing it)? Neat stuff!
nice! I found the controls a bit wonky, which is only a big deal because missteps are so punishing. I used all my retries on the level where you're supposed to make a huge row of shopping carts (3? 4?) because, unless I tapped the arrow keys super cautiously I would often end up moving the character one further tile than expected and accidentally pushing something against a wall. I personally also always get tripped up when using arrow keys to navigate an isometric grid (i don't know why it's so confusing for my brain to remember which direction to imagine the keys "tilted" in), which led to other missteps. Anyways, control frustrations aside I enjoyed it :)
[SPOILERS] High-concept! I *loved* the music in the final run. From a gameplay perspective I would've appreciated a little more variation between "loops." Things start to heighten nicely at the end, but IMO you could afford to tighten up the progression by getting rid of a loop or two. I also think that, while the subtlety's admirable, the game could use a "hint" that the glitching's intentional after the first crash (which is the most important to register, since it's the one that'll probably turn people away), like the title/logo screen things you introduce later. Anyways, I dug it, and I really like the use of the theme. Most other games have taken it very literally or shown two worlds, whereas this one simply hints at another "world" and implies that the weirdness in the one the player experiences in the physical world is all tied to a conflict and cover-up in the digital one.
it's a decent little nugget of an idea—to have the player basically monitoring the little things happening on-screen and looking for connections to be made. in it's current state I have to click at least 10 times to make a connection (it seems like you need to click the upper-left of the box? but even that doesn't work most of the time?), so it's not very playable at all, but... baby steps!
LD30 — Connected Worlds (4)
Bipolar World by havana24 2014-08-29T01:57:00
loved it. super cute. i haven't really seen this mechanic much before—plenty of games, like VVVVV have had gravity-switching mechanics, but I don't recall thinking things like "ok, where in the level can I go high enough to get the momentum needed to make that jump (and, once I have that momentum, how can I get to where the "jump" is without bumping something and losing it)? Neat stuff!
Nature Trial by Naytron 2014-08-26T21:20:00
nice! I found the controls a bit wonky, which is only a big deal because missteps are so punishing. I used all my retries on the level where you're supposed to make a huge row of shopping carts (3? 4?) because, unless I tapped the arrow keys super cautiously I would often end up moving the character one further tile than expected and accidentally pushing something against a wall. I personally also always get tripped up when using arrow keys to navigate an isometric grid (i don't know why it's so confusing for my brain to remember which direction to imagine the keys "tilted" in), which led to other missteps. Anyways, control frustrations aside I enjoyed it :)
Titania by Incredible Ape 2014-08-26T19:33:00
[SPOILERS] High-concept! I *loved* the music in the final run. From a gameplay perspective I would've appreciated a little more variation between "loops." Things start to heighten nicely at the end, but IMO you could afford to tighten up the progression by getting rid of a loop or two. I also think that, while the subtlety's admirable, the game could use a "hint" that the glitching's intentional after the first crash (which is the most important to register, since it's the one that'll probably turn people away), like the title/logo screen things you introduce later. Anyways, I dug it, and I really like the use of the theme. Most other games have taken it very literally or shown two worlds, whereas this one simply hints at another "world" and implies that the weirdness in the one the player experiences in the physical world is all tied to a conflict and cover-up in the digital one.
Prim by Vulture Tamer 2014-08-26T18:58:00
it's a decent little nugget of an idea—to have the player basically monitoring the little things happening on-screen and looking for connections to be made. in it's current state I have to click at least 10 times to make a connection (it seems like you need to click the upper-left of the box? but even that doesn't work most of the time?), so it's not very playable at all, but... baby steps!