Great collection of ideas, the execution could be better. It's impressive for a short game jam project, don't get me wrong. The last (and fast) stages of the AIR level are b-r-u-t-a-l :)
Thank you for trying it out! Yeah, there's certainly things I could refine with more time. I intend to come back after the active jam and release an update to enhance several areas mentioned by players related to difficulty and timings.
Tip: The earth level works like a balance scale. First weight picked up goes to left, next is right, then left, etc. Success is a balanced scale as indicated in the score area in the top of the UI.
In future builds of this, after the jam, I intend to add a difficulty selection to set the starting level variables like snake speed or % accuracy on the water level a little lower for more of a chill mode. That was something I wanted to get in and right now it's got a bit of an arcade-ate-my-quarters vibe to a couple levels, but they Should work as intended, 😁.
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Great collection of ideas, the execution could be better. It's impressive for a short game jam project, don't get me wrong. The last (and fast) stages of the AIR level are b-r-u-t-a-l :)
Thank you for trying it out! Yeah, there's certainly things I could refine with more time. I intend to come back after the active jam and release an update to enhance several areas mentioned by players related to difficulty and timings.
Tip: The earth level works like a balance scale. First weight picked up goes to left, next is right, then left, etc. Success is a balanced scale as indicated in the score area in the top of the UI.
In future builds of this, after the jam, I intend to add a difficulty selection to set the starting level variables like snake speed or % accuracy on the water level a little lower for more of a chill mode. That was something I wanted to get in and right now it's got a bit of an arcade-ate-my-quarters vibe to a couple levels, but they Should work as intended, 😁.