MIght be nice if the brothers has a tiny amount of autonomy to collect heads and move onto other targets without being told
MIght be nice if the brothers has a tiny amount of autonomy to collect heads and move onto other targets without being told
I would be more willing to give it a shot if I could see more than five feet ahead
Forget hotkeys - why is switching forms something you have to manually select when the only time there would be any ambiguity about which form to use is when moving one space orthogonally onto a clear space?
This game is a perfect execution of a concept that has very little going for it. If the mapmaker actually tries, it's trivially easy for the seeker to find it, with very little variety. And it's also easy to make a useless map and just remember where your own treasures are. Perhaps you could make it harder by randomizing where the seeker enters the map, or even put the map and island in different rotations so you have to orient yourself.
I agree with previous commenters that you should be able to see the stats for your submitted maps, with some kind of reward or ranking. Perhaps to encourage maps that are cryptic but still solvable, you could make it the mapmaker's objective not to have the seekers find the treasure quickly and easily, maps are scored based on how close they get to a 50% success rate or how long the seekers took.
there's a good amount of depth and variety to the spells here, but it doesn't really change how the gameplay sort of boils down to hoping that your guys stick together better than the bad guys do
I went a little too deep with the spells! Haha. I had built those out before ironing out the gameplay and it was hard to wrangle the game together afterwards. Testing and making changes gets more difficult with more spells X.X
It lags terribly, often doesn't recognize my clicks, and I don't understand the instructions
TurboWarp is a software that makes unavoidable bugs when it lags T_T
Sorry, I can't get past how awful the controls feel.
I'll defenitely focus more on playtesting controls. Thanks for the comment!
it has promise, but man, the gameplay and the dialogue and everything are so, so clunky.
Would be much improved with a one-step undo button, use of d-pad rather than just analog stick, and better visual distinction between on and off buttons than just different shades of blue.
silly
at no point did i fully understand the plot or the level geometry, but it was a most enjoyable experience nonetheless
silly
you often get stuck at the tops of flat walls going upwards, which is a problem
silly
there's a discord? i can't find it
silly
Play my games, they're okay
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Joined on 12/3/18