That was unpleasant experience, and want to thank you for creating it.
It's off puttingly thoughtful, and relevant, and this kind of work. and critical thinking through immersion really leaves me in awe.
Please keep working.
That was unpleasant experience, and want to thank you for creating it.
It's off puttingly thoughtful, and relevant, and this kind of work. and critical thinking through immersion really leaves me in awe.
Please keep working.
Ok, so;
A: I thought "it might be an interesting take on the Thomas was alone minimalism genre, so let's see what's up." I was not disappointed.
B: Thank you for mentioning the term "Sokoban-esque" I had remembered playing similar puzzle games back in the 90's in a game I had to boot fin dos from a "floppy disk" that was in fact floppy.
Having the cultural context for that is incredibly cool fro me, because I saw plenty of flash games using this puzzle style, and most of them might having been referencing similar mechanics in the Legend of Zelda or Final Fantasy franchises.
C: I was originally going to compare, before you mentioning "Sokoban-esque", the aspect where you can mess up the puzzles permanently with one wrong move because of the nature of the lines being permanent, and having to mind the edges and corners you create, and how they will correspond with the existing ones. One wrong move on that Atari/Nokia and you where toast. I know snake predates Sokoban, so I wonder if Thinking Rabbit was inspired by Gremlin Industries. Gremlin put out "Blockade", the first formal use of the Snake/Worm Genre, in 1976, and Thinking Rabbit released Sokoban in 1981. (Atari made a few Snake Genre clones in 1977)
D: The color pallet idea seemed very modern though I am sure it has some history somewhere.
The close thing I can actively compare it to, and the overall puzzle solving nature of the game, is to Portal, Portal 2, and the "Portal" Flash game. This felt mostly reminiscent of playing around with different paints and liquids in Portal 2, because understand those contexts where incredibly important.
E: The GOSH DARN "BRIDGES" - an amazingly minimalistic way of making your puzzles more complicated, with out having to explain much. A beautiful use of minimal show don't tell! I am curious how you got the programming to work, but I suppose it's just a layering yes/no (1 or 0) scenario The fact that crossing the lines made things an order of operation kind of thing, and that the bridge where necessary for helping with that was very cool!
F: It felt almost like soldering onto a circuit board for getting some the puzzles to yes/no. Especially since where your path ended up was crucial to how you made those choices. It also is comparable to very basic software programming, and it shows a kindness in the way you present rules. It felt like a "write what you know" because it feels like you are learning all of that right now too. I felt excited for each puzzle because it felt like you had an end goal in mind and everything was just the process of teaching me how to get there.
G: It's funny, your game tough me how to solve that last puzzle so effectively it almost felt like a let down. Like being competent enough to achieve that was cool, but back in the quarter muncher days, before my time to some extent, high score boards game you some sense of how good others around you where at their attempts. A hidden timer, and a simple message suggesting the person post their time in their comment would drive people to keep playing, and also work the social promotion feature of sites like this by making people want to comment.
H: Also a "par" system of the minimum number of moves the puzzle could be completed in would be fun. A simple move counter presented at the end or after you completed each level. There also felt like the game was developed in chapters in the sense that once you had Mechanic of Chapter A down, you Where introduced to Mechanic of Chapter B that built on the previous chapter. Just like a story, but with only the mechanical enforcement as narrative. People being able to state what level or chapter they got stuck on will also make their comments more valuable, and allow you to respond more effectively to good and bad criticisms.
I: Well done! It felt very much like a combination of "Thomas was alone" + "Sokoban-esque" + Snake Go + Portal ooze painting, and I mean that as deep compliment. There is a difference between theft, fandom, and homage. You are thoroughly, in my take, on the path of homage, where you appreciation of the art created before your own informs your creative process in a super positive way! The game is fun simple, and a few minor improvements to UI would really make it shine.
P.S. The Z for reset is something that has been migrated away from in the last 15 years or so, and as had been commented before, "r" is more common, possibly because "ctrl + r" reloading a few different browsers.
PPS
Way to be a good collaborator by listing the source of the music and the type face.
The music is also well chosen and minimalist in a way that is enriching, and not distracting.
Again, thanks so much for the detailed feedback and compliments.
I'm glad you like the bridges -- as you guessed it's mostly just a very long series of conditional statements.
The final level was just a gimme level to demonstrate that you could make the white color. If I'd had more time during the week I made the game, I certainly would have tried to make more challenging levels involving 3-way color mixing.
I don't feel like a timed mode would work well for this type of game. Once you play through once, you can run through it fairly easy the second time through. All the novelty is burned through in the first playthrough.
Very cool.
The rules, are very, very fair, which shows very intentional creation and an interest in showing telling. Every new challenge is presented in a way that shows the threat, then the next room escalates it, then the room after integrates it into the previous challenges. The use of tactical training with, and puzzle solving is very cool.
A few things that I really liked the hidden shot gun effect, it seemed under certain circumstance you got a shot gun burst. It seemed to be triggered by killing something. Maybe while at full heath as a combo, if you killed something that triggered? also seemed to be a rate of fire thing. A nice homage to the zelda lazer sword.
The shooting range option does exist in some rooms, where you can pick of your enemy, but it appears the more your shoot in succession the less accurate, or that on 2/3 seem accurate and the quicker the rate of fire the more that stability degrades? It encourages close combat which is much more tense, and fun.
resource management.
It was really cool thinking about how accurate I had to be when engaging in open spaces. Close mean i get more of my ammo back but I am in more danger, far might mean I have to hustle to reclaim my ammo.
Bugs?
Standing near a wall that is south facing makes it so you can not shoot out, but also enemies can't see you. It would be cool if this was a stealth thing, but it seems unintentional, but it seems like a good way to add a stealth mechanic.
Storing a doge.
if you hit space while stationary the doge effect will not trigger....till you move. So if you are about to take a pot shot, hit space and you have the doge ready to go when something comes at you.
I did have trouble using the doge ability, but I often focus on shooting and resource management in this kind of run and gun. I see dying as sign of poor allocation, and I often don't waste time with dodging as I find it more efficient to just fight well and conserve my resources.
It felt like the doge was added in because it is part of the genre, not because it was key to the game play.
Thanks for all the feedback! I wasn't aware of the "dodge storing" bug at all. The not being able to shoot next to walls I was somewhat aware of, but I didn't realize it also stopped enemies from moving. The "shotgun" thing was just another bug, though having it as an intentional mechanic would be pretty cool.
I agree that the dodge needs some work, probably in the form of increased speed/an invulnerability frame, however that also might reduce the need for the resource management that you mentioned.
Not bad
Needs more develpoment but a solid concept.
About something unhealthy
The phrase" wrapped her self around my left arm, and has stuck there ever since"
is fairly creepy if I am interpreting this correctly. The whole game is an interesting assessment of addiction, but I believe it is mainly focused on "cutting." Talking to ones own compulsion is dangerous indeed, and i recommend that anyone with this extreme a case seek help.
The game through me for a loop, because i thought it was a dating sim, but the melancholy music foreshadowed the darker aspect of the game that unfurled with a dissatisfied life. It is nice to be reminded that even our darkest choices are still our choices and we have control of our decisions and actions, no matter the shit we put ourselves trough.
Be well
I enjoy this series but....
This game is embarissing, ther are so many gliches and problems with it its really not worth playing, why did you even submit this half finished like this?
ummm
i couldn't play the game, my screen was to small and when i tryed to scroll down it just fidgeted away so i coudn't hit the net button on the story mode at the begging, that part of the redesign is troublesome.
Thought the title said "3d pinch hitler"
But despite my confusion, this is a nice, simple, and fun game.
HMMMMM
i THINK I HAVE PLAYED THIS EXACT GAME BEFORE.
You might have played the version without high scores.
enturaining
plays of a somthing wit a well estblished fanbasis: smart
uses and old but indering game format:unorignal but that's no crime
using only the arm of the chaterters:original
Having the human player be represented by human arm and computer be represented as a robot arm: ironic and clever
Keep up the good work, but i don't mean do the same thing with another show.
Hi, I am a person who loves art, and self-expression. Feel free to message me, especially to anyone seeking feedback, critique, or QA. If I have the time and interest, I will happily deposit my 2 cents.
This and That
USA
Joined on 6/21/05