Thank you! We too :D
Tapehead Games
Creator of
Recent community posts
Thank you very much :)
Here you can find some solutions https://www.youtube.com/watch?v=vX9vwqggBrE
Thank you very much for playing and your feedback, we appreciate it!
The yellow character should be a hero but his ability was to "complex" to program it right in the short amount of time as well as the undo feature. But those will be included in the full version, also some "enemies" and much more other things ;)
About discovering mechanics, it's an interesting point of view, thanks :)
This is a post jam version of our entry. It has some additional content we couldn't add within given time and specially important fixes. If you're interested in the original content then you'll can get them here https://tinyurl.com/y3maojxb
This game is way to challenging if not to say hard. The overall idea is nice and it's also very well executed. But to memorize the position of important items, the level structure and to react properly is kind of difficult, especially right from the start. I think it could benefit from colorized items the player has to pick up, at least at the beginning to have some easier access to the game.
However it's a good entry! Well done :)
It's a nice use of the theme and the control mechanic over the platform is kinda clever to. It took me couple tries to realize that the green arrow (in the second level) controls the platform and also the use of this control scheme makes me nearly to give up on the 5th level. The progression of the difficulty is pretty tight here ;D
Well, nevertheless i had fun.. except the 5 th level (maybe if you would use the idea later on, when the player has gained more skill, it would be "better)
Well done! :)
Haha yeah that's true. Sorry, I don't wanted be harsh. I like the concept you have there :) I'm maybe wrong, but from mine point of view a game which is based on skill should be somehow be predictable. Thus, I can develop strategies and muscle memory to survive certain situations. Bus as far as I recall the orientation and spawning point of the res bullets are random and this makes everything difficult. And classic bullet hell shooter are based on pattern just so you can learn them and develop strategies.
True that and thank you very much for this high scores. We're glad you liked it that much :)
Ok, I see. Thank you for the explanation. It's always good to know the point of view of others.
The judgment of the themes by given categories is always difficulty. Everyone has his own opinion and interpretation how it should be rated.
It's a cool idea and it's well executed. But the levels could be a bit more challenging. Like, maze like structures with the blue and red tiles, and some spaces to reorient the dice. It would be nice if the player would has to think which path he has to take, in which order and how the orientation of the dice should be.
However, it's a nice entry with some potential ;)
Wow! Very clever and simple and with so many well designed levels. Designing and play testing them all, damn.. you didn't slept at all, are you? :D
Although the movement is quite good, I locked my self "countless times" by accident or may lack of skill. I know there is a bomb but it is actually a key element to solve some levels and so some kind of undo mechanic would be nice, even if limited by amount of usages.
I also think that the game could benefit form some exit/goal indicator. Because, i had more than a couple times the situation that i had solved the level but obstructed the path to the exit.
How ever this is a great puzzle platformer!!
Aw damn! At the end of the last level I thought "aw maaan the next level will be definitely tricky, with those key devouring portals" BUT there was NONE! "Worse than GoT!" - yes! :D
Ok, this is a really nice puzzle game! Actually metrovania in a nutshell, with slowly raising difficulty and clever arranged dependencies. I liked it. Well done!!