Thank you :D
I didn't make this by myself, but in a team of 4. Though, the others doesn't have itch.io accounts.
From a technical standpoint, this is great. You have a consistent artstyle, sound effects and all the elements are working properly without any glitches as far as I know.
But when it comes to game design, this game has three mayor issues:
This is a good use of the theme. I had some knowledge from morse code, but it feels really stuck in my brain now.
I got addicted. My highscore is all correct in exactly 50 second on hard. Still I only got 90 survivours?! Is is possible to get more?
The only one thing missing was a restart command. It could have been"dit dat dit dat dit" - which is the code for the end of the message.
Great educational game. I don't know what I will use morse for but hey I know it now :D.
This reminds me of Worlds Hardest Game, but with a spooky atmosphere. I managed to get to the end, but it took a bit too long to get there. Some levels in the middle/beginning was too hard. But I feel proud to have completed it :D
The only big problem I think is the lack of originality. It wouldn't be a problem in an ordinary game jam, but sticking out is a big deal in this one.
Also, you can't walk diagonal downwards while using you pause ability. That is especially annoying in the level that MB got stuck in.
I don't like this use of the theme. After all, many games can be operated using only the mouse. And the ever expanding level effect would have worked if the theme of the level didn't change, and your third "argument" isn't even worth mentioning.
Apart from that, I do think this game is really cool! I've tried to create an area fill function myself and it worked awfully. Your approach seems much simpler and works and feels perfect!
I like the enemies diffrent behaviours. It kind of gives them personality which is great for a jam game.
The sound and music is awesome.
I like the name. If it was a rating category, I would give it 5/5
Some game design things I suggest:
This is a really good and original use of perspective. One side of the cube is the playfield and the others show what will happen next. Though I think the lasers was quite unpredictable, I think you would grasp their behaviour if the game was a bit longer.
The only problem is the very questionable connection to the theme. If you want a good score, you better have a strong connection to the theme.
GG
This is a really good and original use of perspective. One side of the cube is the playfield and the others show what will happen next. Though I think the lasers was quite unpredictable, I think you would grasp their behaviour if the game was a bit longer.
The only problem is the very questionable connection to the theme. If you want a good score, you better have a strong connection to the theme.
GG
Thank you for the feedback. Level design used to be my weakness. It always got way to hard, or way to slow. Or a combination.
I think fast forwarding would indeed make the game better, but it would remove focus from the theme. Pressing the same button and repeating the same action is what makes the theme visible. And this jam has a crazy focus on following the theme.