Super fun concept. I wasn't smart enough to get past the frog - although, to be fair, why would I want to get past the frog, frogs are cool
tfwhjkl
Creator of
Recent community posts
Thank you for playing and for the feedback!
I was hoping that clicking on things would be intuitive enough but guess I over-estimated that. The game definitely needs balancing, and making the enemy repeatedly charge at you when you have no critters (and allowing you to interrupt and recharge) was basically the way to prevent auto-losing if you spend all your charge inefficiently.
Very nice concept! I enjoyed making my little vortex of death. I feel it really could use an "auto-click" upgrade, as the game loop is currently very similar to clicker games (click-click-click, then buy gems when you have enough money, then click some more).
By the way, I'd be happy to hear some feedback about our game as well!
Really great idea! Does need some balancing, as you're way too much at the mercy of RNG for which cards you get, while the enemies quickly get tough *and* stay effective, making you much more likely to lose without real agency. I'd love to play a more polished version of this.
By the way, I'd love some feedback on our game too!
I really like the idea! The controls are very unintuitive, it almost gave up on trying to play it, but watching the video clued me in that it's *not* a mouse-only game, despite it looking like it is.
Quickly got to about 500 money - at that point the inventory size is way too small, I wish I could stock up on seeds and crops of different types, and sell them when convenient, while still keeping the ability to buy and grow new seeds.
Loved this game! Didn't care much about the narrative, but writing assembly-like stuff is always a good time. Dealing with faulty memory and non-functional instruction is an interesting twist, could be used to add some difficulty. I think it would be nice to have the first puzzle with some pre-written code, so it would be easier to grasp what it actually looks like (documentation page is mostly fine, but it doesn't clearly define what is "A" and "@A", i.e. it's an alias for a number and not an arbitrary identifier).
I would love to hear some feedback about our game as well!
What an interesting concept! At first I couldn't figure out why "you got stuck" is different from the win condition, as I thought I just had to close the loop, not catch specifically the last body segment. Also I wish the map showed a grid, as I often missed my chance to turn because I thought the tile extended further - being able to see exact edges would have saved me some frustration.
Btw, I'd be happy if you left some feedback on our game as well!
Nice little game to chill to. I wish there were multiple package slots (maybe assigned to different buttons) so you would be less at a mercy of the RNG - right now you can wait quite a while before your destination appears, with completely nothing to do in the meantime.
I'd love some feedback on our game as well!
What a nice idea. And quite polished too! The controls feel very satisfying since they automatically snap to the grid so you don't need to be too precise with your movement. Well done!
In the middle of the level, it did sometimes feel a bit boring if you don't have any good blocks around and are surrounded by wrong color or bombs. Makes me wish there was some sort of invincible/boost button that would allow me to quickly move to a different part of the map while ignoring other blocks for a short while.
By the way, it would make me happy if you gave feedback on our game too! https://lisyarus.itch.io/color-fractory
Couldn't figure out what to do, would be nice if at least description said what I should be doing.
Plus, looks like the UI doesn't fit on my screen, and I only get to see the red bar before the rest of the UI is cut off. Would be better if the game had more flexible UI that places items relative to the edge. (since you're using Godot, consider looking into Control nodes and their anchors)
This really needs some sort of minimap, zoom, or another way to quickly navigate the map. Without any hints to locate the scales, you kinda just have to send your ants in various directions and hope they stumble upon something, and with no quick way to move to another ant it becomes a game of slowly scrolling through the empty map :(
Perhaps the game (or the description) could give a hint about what you should actually do to succeed. Given the option to enlarge objects, my first instinct was to enlarge rocks to block the way of the enemies - which, as noted in the description, crashes the game.
The visuals are really pretty though!


