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goldenPiGames

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Very interesting. Have some feedback though.

- The confusing instruction manual is not good, and it needs basic tutorials. You already have to deal with the difficulties of both doing things in machine code, and actually understanding the level itself.

- There's also the inconsistencies of how the inputs and outputs behave differently from other hexagons. I think making the input/outputs different, like being circles, would help clarify that they're different.

- The hexagons having separate sides really doesn't add anything to the game. It's just unnecessary confusion that doesn't allow any additional capabilities. You could replace the "rotate" and "copy" commands with something like hex copy (like "move", but doesn't clear the source).

crow-seeds responds:

Yo, just updated the game to address your feedback. Thank you so much for the feedback, as always!

There's an optional video solution demo in the game now. It used to be only in the description (added the video there like 2 days ago). Currently working on a better demo that's in lore with actual voice and explanations, but a video solution should be helpful. I've also added a toggle to see the instructions in English, though you will still have to code in binary.

Inputs and outputs are now circles as per your suggestion. Circles only have 1 side after all! I've reworded the manual a bit to emphasize their difference too.

Hexagons having different sides is important for iterating and sequence handling. Storing multiple values in a hexagon and traversing them through a rotate used to be a big portion of the game, but ultimately for people who don't have that much programming experience, the concept of loops and iterating was a bit much (especially considering that it's all in machine code!). A lot of the sequence related puzzles were moved to the post-game (Everything level 10 and below doesn't touch on it). Levels like Sequence Reverser, Random Access Memory, List Traversal, Recent Memory Checking are now post-game levels.

Speaking of which, I've added about half of the post-game levels. Some of these deal with sequences.

The problem with jumping isn't just that it's overpowered, it's that trying to dodge without jumping is just about impossible. The keyboard controls and 3/4 view mean you can't tell exactly where you and the bullets actually, so you can't effectively fit between the bullets in rings. Not to mention the chase patterns being as fast as you, and the random pattern changes, minion spawns, and knives.

Just-a-ng-dummy responds:

I do the same thing, I told you that I never would
I told you I changed, even when I knew I never could

shouldn't the hint button give you a hint instead of solving the entire level for you at a painstakingly slow pace that can't be quit?

bontegames responds:

Thanks for your feedback, you can now quit the solution with any key press, cheers!

oh boy i sure do love precision platforming at the top of the screen where i can't even see myself. also why does running out of ink kill you? that makes no sense design-wise

nulledwine responds:

I found one or two levels where there was platforming on the top of the screen, but I never saw it as an issue since they could all be completed with your character fully visible; if it seems to be an issue for a majority of players I’ll see to some changes.
I chose to have the player die from running out of ink since a main part of the game is using your ink efficiently and I never saw it as an issue, again if most players don’t seem to enjoy this mechanic I’ll make some changes in the future.
Thanks for playing!

It's kinda cute, and the last level was fairly interesting. The main things holding me back are the player power/health mechanic which does not add anything to the puzzles at all and only confuses or causes annoying resets in what's otherwise a lax game, and that it lags badly even on my beefy laptop.

STANNco responds:

it is sadly a bit demanding, I haven't seen it run well on any laptop unfortunately

"Fixed Glitch where if you die then fall into a hole then the game soft locks lol" it still does

Shal responds:

are you fucking serious what level

It feels like it goes from "waiting" to "out of control" too suddenly.

bluswimmer responds:

Thanks for the feedback!

this game might be almost playable if the enemy ships weren't the same color as the background

HealliesGames responds:

I have no idea what you're talking about: background is dark, ships have brighter colours that normally stand out. If you meant lights effect, you can disabled them from settings.

Both of my attempts so far have been ended by an enemy spawning on top of me because I couldn't see the blue spawning square through all the pointless bouncing green squares. I have no desire to attempt again.

Peti responds:

You're not alone in that complaint and I will defo be taking this into my next game! Very sorry it ended up being frustrating

Very nice style, but I think the one-hit kill aspect holds the game back.

editto 1: i did that from the start, but still, the shield wears off over time for no discernible reason

Stepford responds:

You can draw a shield, and then it's a two hit kill game.

Andyl4nd responds:

u need to go beastmode

Play my games, they're okay

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