In terms of visuals and audio - it's awesome, no notes. Interacting with the board feels good and is generally well done UX-wise. Gameplay itself is fine, and all the different tiles and modifiers support it well, but I struggled a bit with the need to constantly rebuild the tiles in front of the character to maximize the potential reward - and that would often result with a lot of swapping which wasn't necessarily that engaging. I wonder that if there was a second "opponent" guy then maybe I'd find it easier to lock in, dunno. Either way, I enjoyed my time with the game!
hex2start
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Wow this was much harder than I expected 😅 The animations are gorgeous, that goes without saying probably. Gameplay works pretty well, all the pieces are there. The difficulty curve could use some tweaks, to make the start a bit easier. And also, if you have multiple trains, maybe the game could remove those trains when derailed instead of instafailing?
This first vulture appeared right after the "workers cannot fight enemies" hint, so it took me a moment to notice that I can scare them off.
The game was very well put together on the audio side as well, nice work there!
I definitely went ohh when the game first suggested to loop around yourself, and then again when you grow past stage 1. It's pretty impressive overall. My only note is that enemy colliders could be a bit smaller, a couple of times I thought I'll move past them but actually hit them.
I also love the "let's ship it" final cutscene 😄
Sure, that's the one, for LD50 https://tanocollective.itch.io/the-ultimate-martian-roulette
It appears simple at first, but as soon as 2 snakes in, you already start noticing the different issues that might happen, especially when using a lot of stops. So it is quite interesting to look for strategies to play around your previous snakes. My main feedback is that controls could feel a bit more responsive - I feel like oftentimes some inputs were skipped when doing a couple of subsequent turns. Overall though, it's a good entry!

I had fun! Core gameplay works well, and I think it's good that it transitions into an autoclicker after a moment - I rushed that upgrade in my 2nd playthrough. I felt like I couldn't really get into the zone with dashing and use it effectively though. Good idea to have an option to pause when hovering over the shop. Also I appreciated the enemy variety.
Actually ended up playing this way more than I expected, good job!
The overall structure of going back and forth is cool. I particularly like how it plays with the title (the return of) 😁
I'm not sure about the way bombs work, they are a bit awkward to shoot for me. I think if they simply exploded on contact they would feel better.
The game also seems quite jittery on my machine, after the camera starts following the character. Perhaps the camera and character use different processing? That's the usual cause of this issue (at least in Unity, where there's update and fixed update), I found this doc for Godot, maybe it can help https://docs.godotengine.org/en/4.4/tutorials/scripting/idle_and_physics_process...
Most importantly, congrats on your first game!

Editing to add my score ^^
It's a clever 3d take on the "leave your body behind" type of game. I liked how it builds your understanding of mechanics through level design only and not explicit tutorials. And I had a couple of a-ha moments, which is always fun. There's a lot of player feedback and polish work done here, good job! I had to give up on the puzzle where you had to build a high staircase, because my laptop was already struggling a bit with performance, and this one seemed like it will go for a good while.
Awesome game, probably the only thing I was missing was to be able to rect-select multiple parts in the building mode (to move the whole machine when you run out of space to the side) and maybe a clearer indication of the two extremes the joints move between (or like a test run possibly?).
But other than that it was great, good job on pulling it off so well!
The audiovisual side of things is amazing, no notes. Also, dunno how you came up with the idea of throwing bards, but your process is working :D
I had some issues with the controls - 1. jump not registering sometimes when I think it should (maybe while moving forward through multiple platforms, not sure?), 2. throwing not feeling super great to me, I think that due to the slowdown (which in itself is a good addition) I instinctively used the throw like something I have to charge and that made me press hard on the mouse button often. I dunno, that's just how it felt to me, letting you know.
Awesome entry! Loved the zoom in at the beginning and slowly going back to the top. Took me a minute to figure out purpurite (was searching for it on the final level lol), but then I appreciated how it made me go back and reroute things.
I had some issues with how ants choose between paths, thought that some of them were underused, but maybe that's just my perception.
Btw large ants appearing when zooming back and forth creeped me out sometimes :D
Overall, it's a great idea and great execution, also very pretty.
I liked the visuals and overall atmosphere. The main thing I missed was a way to distinguish between different types of creatures, especially when I had to drop some of them. I found a number of stats a little overwhelming for real time and also didn't really see the need to mix body values in a different way than just maxing the most relevant ones.
Loved the diverse environments with their unique challenges, and the overall visual and audio aspects of the game. Played through 3 planets, though the rifts disappeared on different ones that I actually completed I think?
I find that it's very easy to take damage in this game, there are 2 things I can think of that would alleviate that:
- Reducing the hurt box on spikes, I sometimes got hurt while still standing on a platform next to spikes.
- Knocking back enemies a little bit after hitting them.
That was the main issue for me, but other than that it's all very well made. Congrats on your entry!
The visuals and audio are very pleasing and create a lovely, chill mood. I had trouble playing it with a chill mindset though 😅, as I tried to keep track of all the paths I took and didn't take, stressing out that if I miss a pixel somewhere - I'll never be able to find it later.
That's actually my second attempt playing it, as the first time I delved straight into the caves and after a while realized that the world is quite expansive and had to take a break. This second time I started meeting characters, stumbling into secret paths and found the board with cells for all the pixels - and all of those were fun additions.
Very engaging entry, it's a promising concept with pleasing visuals, that needs a couple of more forgiving levels at the beginning. I nearly bounced off of it when I couldn't complete the second level after tutorial, but finally got it and was able to finish the whole thing.
You're already mentioning a better indication of lava flow in the description and that's definitely a good direction. Maybe trenches dug by the player could simply appear deeper/darker?
I really liked the final level where you're running away for most of it while things burn around you and then you save the day at the very end, it's a satisfying ending. Good job on your entry😊
I can see it being a good game for speedrunning, however I took it rather slow (and was rightfully called out for it at the end😅). The levels mix and match different mechanics nicely, with the upside down sections for added challenge. I appreciated how the colliders for spikes are a bit smaller than their sprites. The main thing that could be improved is the feel/visual feedback of walljumping, maybe with a separate "sliding down" state.
The look, sound design and controls play together really well and create an immersive experience. It's enough to have some fun for a while, trying to find your own objectives.
It could have a bit more going for it gameplay-wise though. I think even simple goals like "make X win" or "make X & Y fight each other in the finale" would make a world of a difference. Or some kind of a system in which players bribe you to get out of a tight spot. I wonder how it would play, with the foundations as solid as they are.



















