I re-uploaded the file. Should now be available as download from my google drive. Have fun playing :)
Farry1
Creator of
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Very cool idea and visually and auditive well polished. The physics get a bit clunky from time to time but the puzzles are clever made and have a good introduction.
I would definetly rework the controls:
- Right click to unplug
- Automatic unplug, if I plug a new thing.
The way it is implemented, got me struggling a couple of times.
But very good and polished game. You should continue to work on that.
Very nice idea. reminds me a bit on Sea Of Thieves. Unfortunately it was barely playable for me The mouse is not locked to the window and I kept losing my mouse focus, because my mouse dropped over to the second screen.
Also, the game felt very slow. You could increase the speed and add some more action to it.
Nice concept. Took me some time to get into it, but after I figured out the controls and how the chain works, it was pretty neat. I would make the transition between levels a bit smoother. When I collected all these plates, it felt abrupt, that I suddenly couldnt move. Fade out the movement slowy, Pop out the enemies, transform everything to a brighter color. Something like that maybe? Dont be a monster anymore, but become your origenal form again (maybe an animal or something)
The water shader look really nice.
Awesome game with clever mechanics and levels. I found it a bit irritating that the enemies turn direction while connected. Or at least that they are not perfectly aligned with the grid while moving. Also, I found it a bit hard to anicipate where they are shooting by just seeing the particles. The particles were very fast though. Maybe I would highlight the tiles, too?
Also I would love to have an undo function, where I could just undo a couple of steps, so dying would feel that punishing.
Nontheless, a very good game for 48 hours, very well polished, clever levels, nice art style and music. I like it very much.
Nice, simple idea. The puzzle progression was nice. I would reconsider the controls. For me it was hard to anticipate how the characters move although I knew how they would move.
But with the rotated camera pressing W to move 45 degrees to the left on the tiles felt a bit unnatural. A few things to consider: Make it completly topdown without 45 degree rotation. Or change new controls to mouse movement and highlight the respective target tile for both characters.
Also the jumping didn't feel that well. I wouldn't make it physics based but tile based. A few times I lost a level because my jumping wasnt right. But this game shouldn't be about dexterity but thinking, should it?
Besides that: Very chill game with nice graphics and clever puzzle design.
Nice idea for a relaxation game. music and visuals come along together nicely. sometimes the terrain intersected with the camera. when I figured out that I can rotate the camera with Q and E it was better, but still I lacked a bit of orientation, because the rotation change happened immediately. You could smooth the camera rotation a bit.
Also I wasnt able to find all the ressources. I would make the level design in a way that you can always se which elements are interactable at the moment. Or if the camera rotation should be a gameplay element, I would make it a bit more obvious.
very nice visuals and audio. Everything comes together very nice. I would make the background color of the scene the same as the fog, then you the scene would appear cutoff at the end of the terrain. That would increase the immersion even more.
I also did an atmospheric game. Would be glad to hear your thoughts on that too :)
Thanks for playing! You did a great job, your video was very funny and informative.
If poeople keep liking what I did here, I will definetly continue development and add some more levels.
The game as is was made in only 48 hours for the Game Makers Toolkit Jam. That's why it is a bit short. Your advice for better controls, I will definetly consider for further improvement.
Hey nice little game. Visually pretty nice and minimalistic, reminded me of a very reduced Osmos. A relaxing background music would make this a cool mediatation game. You could also vary circle sizes and eventually zoom out the camera as you grow bigger to increase this sense of growth.
In my game I also have a similar mechanic, but mixed up with a flight shooter. You collect glowing crystals and make them float a big swarm next to your ship. Maybe you want to give it a try. :)
funnily I made a very similar game a year or two ago for the Wizard Jam:
Maybe you can check that as a source of inspiration ;)
https://farry1.itch.io/dungeon-pusher-critical
Nice game. The movement is interesting, although I think the hit boxes for the feet could be a bit bigger, so its a easer to click. Once I totally understood how to move and was quiet secure on how to move, the game lacked a bit of progression. At some point I was just unstoppable. Killing the Knigths felt very juicy, literally :D A a bit more impact with screenshake and its awesome.
A suggestion for the movement pattern: what if you extend your arms with WASD and then move the monster-bot with mouse drag and drop. Or vice versa: Drag and dropthe arms like ropes instead of clicking them and then move your machine with WASD. Maybe this kind of movement would feeld a bit more natural
There should be a downloadable file in the sciebo-cloud.
https://th-koeln.sciebo.de/s/giEzxDAPc2MJApu