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the text is kinda anoying but good game looks great

thanks for feedback ;)

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I admire the color palette very much :D

yep :D

It's not much fun having to restart a massive level because you couldn't escape the path of three randomly moving blobs.. Even if there is a pattern there, buried somewhere, it's deeply unfun to try to discover it, especially when the penalty for failure is so high.

It's also annoying when turning makes a tile you've not stepped on non-traversable because the a 90 degree turn can cause the trail to extend backwards from your position. I wonder if the whole movement system wouldn't work better if it was grid-based? That way squares could be clearly understood as used or not, and it would also make turning corners much less janky.

Hello! Grid system sounds like a great idea, but player mobility will be limited. And it'll get even harder to get through blobs. Additionally, eye aliens will become immensely difficult to deal with. Also a lot of players actually likes the idea of leaving a track behind an astronaut. One player even associated that with a knight's move in chess. And you should think twice before making any turnings. Thanks for your feedback! It will be taken into consideration if more players point that out.

Interesting concept, although the aliens that bump you around quickly make the game very frustrating. Because of the seemingly random nature of them, I've had many many runs in a row where it's just impossible to finish the level because one or more of them just won't get off of the items that need to be collected. Or I'll finally work out a path that looks like it should work, but then find the aliens are now wandering around the path I needed.

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Which levels exactly were hard for you to pass? Have you used acceleration?

I don't remember the exact level number now, I finally beat it with more than a little luck and a lot of retries. I think it was the .. 3rd one maybe.. with aliens. It was the one with a single alien in the bottom-left corner and a small group of them in the upper right.

The one in the bottom left frequently spawned and stood still right in one of the forks required to navigate around the corner properly, and the ones in the top right spawned on paths that never left the item uncovered.

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  1. Here's a guide on how to play this game. The game is based on the principle of "look then go". Although the aliens' path is randomized, it follows certain borders and generates different but repeated paths after each reload. Usually, aliens that block the player's path can be seen from the beginning of the level. If player encounters such an aliens, player should commit suicide and check if the aliens' path is better or not. Speed reaction and constant use of 'ACCELERATION' is also required. Without that it's impossible to complete this game. Thank you for your feedback =) I appreciate it very much!

That's about what I figured the enemy "tactics" were. I'd noticed that each restart they were different, but that they had a pattern for each iteration that was pretty quick to spot. So I guess the one specific feedback I'd have on that approach is that if you're generating the paths randomly, without accounting for how the paths might interact with paths of other enemies, the "Macguffins", and bottlenecks it's possible for a player to just get very unlucky, which makes the game feel a bit unfair.

Some things, like figuring out how to dash around the homing aliens properly, feel pretty rewarding though.

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Neat! The game concept is very clever and the palette is pleasant to look at.

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Enjoy ;)