Seemed to be a lot of bugs where buildings could only be placed floating in air, or destroyed buildings they weren't sitting on. Amusing concept. Maybe have some sort of triple town style system where buildings combine into better load bearing buildings?
Super frustrating in the beginning. Took a very long to figure out that I could draw wires directly from the numbers, even though they don't have red bubbles on them. I would remove the count down timer as well and opt for a count up timer, with say a ranking system based on time spent, that way the slower among us still complete the game without being frustrated, but the quicker can still fight for the max rank and higher speeds.
Mouse overs didn't always seem to reflect what I was hovering which wasn't too much of an issue, but I imagine most users won't know what a modulo operator does. Or was it a bitwise AND?
Cool concept and nice sleek execution though. A bit of work on new user friendliness and you've got a pretty cool thing.
I'll be honest, I found the controls frustrating to the point of quitting the game. I have no idea if the magnet works or not, it never seemed to do anything.
I'd add some indication in the game that having more spaces clear gives you more money per second. Also, it'd be nice to have some indication when a space is about to get its second layer of snow.
Controls definitely need tightening up. There's a delay where you keeping running and jumps don't seem to always trigger when I want them to. I'd consider marking the locked doors with their required keys to make it more clear that a key is required, the game displays a lot of text and its not always clear what applies where.
Seems like a pretty cool concept. Would love to see the battle system expanded with a bit more clarity, seemed like it was best to just attack, attack, attack. Good feel and art, just needs some dolling up.
Lag is a bit unpleasant. Love the limited control scheme, but would like to see some more enemy variety, maybe some that path back and forth or shoot projectiles.
LD42 — Running out of space (15)
Growing Cities by Igor KinGamer 2018-08-15T23:32:20Z ♥ 1
Seemed to be a lot of bugs where buildings could only be placed floating in air, or destroyed buildings they weren't sitting on. Amusing concept. Maybe have some sort of triple town style system where buildings combine into better load bearing buildings?
Where's my kingdom?! by Nufflee 2018-08-15T23:18:39Z ♥ 1
Couldn't always seem to capture tiles and movement got stilted when my group got larger.
Exiled out of homeland by Risist 2018-08-15T23:14:08Z ♥ 1
I couldn't manage to get any defenses built by the time the enemies arrive, so I couldn't really figure anything out.
Floating Island by Echo Team 2018-08-15T22:40:54Z ♥ 1
I'm not really sure what I'm supposed to be doing. The game needs more feedback on what each building is doing and what they need.
GRIDLOCKED by bradleypollard 2018-08-15T22:34:07Z ♥ 1
Super frustrating in the beginning. Took a very long to figure out that I could draw wires directly from the numbers, even though they don't have red bubbles on them. I would remove the count down timer as well and opt for a count up timer, with say a ranking system based on time spent, that way the slower among us still complete the game without being frustrated, but the quicker can still fight for the max rank and higher speeds.
Mouse overs didn't always seem to reflect what I was hovering which wasn't too much of an issue, but I imagine most users won't know what a modulo operator does. Or was it a bitwise AND?
Cool concept and nice sleek execution though. A bit of work on new user friendliness and you've got a pretty cool thing.
Crowded Dungeon by RandyTayler 2018-08-15T22:15:24Z ♥ 1
An amusing tale.
SpaceSorter by Major_Sauce 2018-08-15T22:10:12Z ♥ 0
I'll be honest, I found the controls frustrating to the point of quitting the game. I have no idea if the magnet works or not, it never seemed to do anything.
Snow Day by chispaLBC 2018-08-15T22:01:23Z ♥ 1
I'd add some indication in the game that having more spaces clear gives you more money per second. Also, it'd be nice to have some indication when a space is about to get its second layer of snow.
Goo'N'Ghosts by Wr4thon 2018-08-15T21:53:03Z ♥ 2
Controls definitely need tightening up. There's a delay where you keeping running and jumps don't seem to always trigger when I want them to. I'd consider marking the locked doors with their required keys to make it more clear that a key is required, the game displays a lot of text and its not always clear what applies where.
The Swarm by Wahooney 2018-08-15T21:48:00Z ♥ 1
Liked the way that the acid was both an obstacle and means to remove boxes.
Outrunning Space! by drludos 2018-08-15T21:39:45Z ♥ 1
Wow. This is brilliant. Super clever.
Paranormal Investigations: The Darkness by Jesse Titus 2018-08-14T03:31:25Z ♥ 1
Seems like a pretty cool concept. Would love to see the battle system expanded with a bit more clarity, seemed like it was best to just attack, attack, attack. Good feel and art, just needs some dolling up.
A Sinking Feeling by Beard or Die 2018-08-14T03:11:30Z ♥ 1
Oddly fun for being fairly straightforward in execution.
Backpack Fight by stellaryyan2 2018-08-14T03:03:13Z ♥ 0
Super cool! Love the concept and execution! I had a hard time putting it down. Would love to see this expanded and put up for sale.
Light of Bacterium by Blurred Lines 2018-08-14T02:49:53Z ♥ 1
Lag is a bit unpleasant. Love the limited control scheme, but would like to see some more enemy variety, maybe some that path back and forth or shoot projectiles.