This is a fun and interesting twist on the theme.
Samuel Cheung
Creator of
Recent community posts
I think the name is very creative and the first transformation surprised me when growing larger than the town. I can see what you're going for but right now defending the generators doesn't feel like it's worth the effort when there aren't any breaks from the robots. The dominant strat seems to be only attacking the mother ship and ignoring everything else which feels antithical to the core you're going for(i.e balancing two fights at different scales).
I enjoyed the physics of dropping blocks and collecting orbs. Some of the squares were a bit difficult to manipulate since dragging the mouse pointer out of the screen and releasing the right mouse button would cause a right click menu to appear. The music loop could be longer/have some more variety.
I love the style and shading of the game. Use of in world UI is very cool and the dithering on the landscape is very pretty. I think I would have prefered more interaction with survival decision making. Maybe I didn't get far enough to experience when I would need to let go of the space bar but having the character auto walk would have also helped.
I had a lot of fun with this. The dexterity challenge of navigating, shooting, and shrinking/growing is really enjoyable. Smart use of gates to keep the player switch between large and small. I could see it being expaneded further with size specific threats like enemies that only target you if you grow to a large enough threat. Great work!
This was very fun and clever use of the theme. The main character is cute and the game mechanics are increadibly creative. I would have prefered dragged windows to revert to they're premodified state rather than resetting the entire level if placed in a wrong spot but aside from that I enjoyed playing this game.
I had a lot of fun with this game. If I were to critique something I think the extra mechanics(gem astroids and push mechanic) work against the core mechanic of pulling astroids in. Both feel more rewarding with less inherant risk thus incentivising they're usage over pulling in astroids. For the push mechanic I think an easy compensation to this would be to auto break pushed astroids to be very small so they'd be worth less when grinded(on initial glance). Players could still increase individual sized astroids which would add complexity to the game(I guess that wouldn't really solve the critique I have of it not being more risky though :( ). For gem astroids I think it could be fun to allow gems to provide a bonus reward if individual gems are grinded(not while they're stuck in the astroid). Players would engage in both astroid pulling and missile firing by shooting gem astroid last minute before they get grinded for a larger score.
None of these critiques should take away from the fact I had fun with this game and think it's very well executed(and it fits the theme very well). Great job!
I love the idea and think it's very cool but I couldn't get past the first level. I think an icon of where the light is projecting with perspective lines would give a stronger connection of how shifting the light changes the shadow and object position. Overall a fun concept and can see the depth that comes with such a mechanic.
It's very satisfying to watch the cars reach their destination. I think I would have preferred more feedback on how well I was doing while building the city. Something like always showing average travel time per phase and the expected value for each star. It would give a goal to reach whil trying to optimize the road usage.
At first I didn't understand how to progress but after a little while it started to make sense. A lot of it was mashing jump and hoping for a lucky pull up. I think a little more control to the player in how they target grapple points(or even multiple points) could go along way in adding more depth to the game.