Coffee Digger by jojocanard 2014-04-28T12:43:00
Fun concept, I liked chaining coffees together to go super fast. I wanted a lot more left/right control though, I didn't feel like I had enough time to react to get coffee / dodge lava, so I just tried to get coffee when I could and not hitting lava was up to good luck. Consider trying out responsive controls with instant changes in direction so the player can weave through obstacles.
The ending looks fun, shame I didn't make it there!
LD42 — Running out of space (1)
GRIDLOCKED by bradleypollard 2018-08-16T12:41:11Z ♥ 1
I enjoyed this! The last level is a real step up in difficulty but I think it was a good inclusion to showcase the complexity the game can achieve.
I'm not personally a fan of having a timer, I'd rather sit and ponder a solution rather than feeling rushed. This was compounded by the feeling of fighting the interface a lot of the time. I can see its value as a design decision though, to try and prevent the player from having time to plan the most space-efficient solutions.
There are some bugs and usability issues, and lots of scope for polish, which could turn this into a really satisfying game to play. Some things I'd love to see polished:
- Add output/input nodes on the source/target numbers to make it clear that wires can be connected to them. - Don't have a separate wire mode - I found it frustrating having to constantly toggle this on/off. Instead I'd allow wires to be dragged from the input/output nodes at any time. For this to work nicely the gates and nodes should highlight when the mouse is over them so it's clear what the result of the player's click will be. - Allow deletion of wires, maybe by right-clicking on them. As with the previous point, the wires should highlight when the mouse hovers them to indicate what will be deleted before the player clicks. The only way I found to delete wires in the current version was to add a gate to the wire, then delete the gate. - I think it'd be nice to leave the adjacent wires in place when deleting a gate, and if possible connect the wires up in the square where the gate was. - Make it clear which is the primary input node on the subtraction gates. It's not obvious which number will be subtracted from the other. (Same for division, also using a percentage icon is confusing for division) - The blobs that travel along wires could faintly display the value being carried by that wire. This may reduce some of the mental maths required, but would make more complex puzzles easier to keep track of. - Improve the visuals of the crossover gate so it's clear that one wire is bridged over the other. As it stands it looks very similar to the splitter gate so it looks like the wires are being split/combined in some way. - I'd like my whole palette of gates to be visible at once rather than having the scroll wheel. Removing the wire mode button, rotating the large gates to be 2x1 rather than 1x2, and scaling them down a little could help with fitting them all on the screen. - Make tooltips appear instantly rather than animating in/out, as the animation is very slow. Make the tooltips disappear when the mouse moves away. - Colour-blind friendly colours for input/output nodes
But yeah, love the idea, and excited for the possibility of more hand crafted levels. e.g. ones where you no longer have simple gates like addition, so have to get creative with multiplication and division. Thanks!