Click+Drag mouse control
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anotherananas
Recent community posts
Anyone who got here not from the jam
The design criteria are:- This is frustrating, I had to redo lots of content.
- I do not feel like the game is being fair.
- It is not very clear what I have to do.
- The graphics are, to be honest, ugly in this one.
- My ears have broken from the bad quality of sounds.
- There are many bugs which do not feel like features.
- My wallet is empty after I played this free game.
- My soul has been taken away on an unexpected journey.
- I went in with low expectations and was disappointed anyway.
- This tenth criteria is here for padding, I hate it.
So I guess purpose served. I cant read the illegible instructions and i cant get off the first platform because my control ends up panning the camera with no noted way to get back.
Level 9 may get locked by the selector pattern, as it only cycles 16 of the 22 characters and one position can't move if selected by arrow jump.
It's sometimes possible, but it's unclear what causes the selectable set to change. I had thought move order or board layout, as I was able to do one move twice after swapping character positions after 30 or so tries without swapping, but I'm now unable to replicate so perhaps just bad RNG luck.
Controls:
Mouse (or maybe controller?) Required
L/R: A D, ⮜ ➤
Jump: W, Space
Aim: Mouse
Powerup 1: LMB
Powerup 2: RMB
Mouse requirement:
First pickup uses Mouse+LMB, second uses RMB.
LMB and RMB can't be input at the same time using a Windows touchpad or touchscreen, and it seems both are needed to get past that point.
General design:
- The movement is good, both player control and camera tracking.
- I found the vertical view limited, in that there often wasn't a way to tell if going down would mean death or a floor/platform without trial-and-error. Sometimes that's the design intent but thought I'd mention in case its not.
- I'm not clear if there's a goal other than reaching the level exit.
- I didn't find the icons for +1 clone and level exits intuitive. I read the cabinet(?) props as doors and expected the gold dot to be some kind of pickup and not the level exit.
Accessibility:
- The screen strobing is very distracting and hard to look at, and it was still going constantly in L4 where I quit. Please consider limiting the strobes, maybe just to in-level 'light fixtures'. Rotating (non-flashing) alarm lights are a common way to get the vibe I think you're going for.
Possible bugs: [played in MS Edge 119.0.2151.97]
- I could not find a keyboard button to access the menu after starting the game.
- Hurt sound seems unaffected by volume settings
- Volume settings do not mute when at minimum
- In L1 I was able to collect both clone pickups, but after splitting both, collecting the second screen shakes and drags the camera to the white 'player and clone' wall picture, until split again.
- This may be an instruction (you can only have one clone?), or;
- may be a variant of the "Player cannot split if another spawn is already in the scene" with a different input sequence.
Really cool idea. Level 4 in particular shows off the puzzle element. The small amount of hinting for adjacent planes is a really good feature to have, especially for the level with death-on-contact obstacles.
Input:
I would find W jump more intuitive for (WS)AD movement, but that's a personal thing. Similarly for rotation, an alternate keyboard input would be nice - QE if single axis or arrow keys if a second axis is added to the plane in later gameplay.
I didn't notice the viewport cube and its function until I'd finished, and using it would make the game easier at points. A label or demonstration in the first level could help if you wanted that.