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Intrapath

91 Game Reviews

20 w/ Responses

I knew this game was something special when I had to accept a prompt that "I underst" this was a joke.
Real talk though, even though some of the memes went over my head, I got some good laughs out of this. Having the little direction indicator in the lower right was a good idea too, but maybe on mobile, it'd be nice to have it in the upper left; I didn't want to look away from him too often to figure out what direction I was aiming.
Also, I've gotta hand it to Smoke: I never knew he could move a mile per second...

This was pretty cool! It reminded me a lot of those simulation kinds of games from back in the days of Flash, like Interactive Buddy. Plus, I loved watching all the little axolotls jiggling around when I started cramming 200+ of them into that container. I was surprised that the performance held up well with so many of them on-screen, so good job there!

Like the others have mentioned, I think half the game here is just figuring out *how* to play. I think I eventually got the gist of it - each block has a lifetime - starts with gray, cycles to yellow, then brown, then it's gone and gives you a coin. The workers advance everything in their column by at least one step in the cycle. Then there are a few special ones, like the red outline block that squishes everything in its path. That's about right, right?

Once that clicked, I got into a better rhythm with the game. All in all, I dig it! (Oh, and that song is so, so catchy.)

There are some really cool ideas here, but some of the technical and UI issues (especially on mobile) are hard to get around. In general, I wish the screen size was a lot more responsive to the user's device; I started reading the guide on my phone, but the text was so tiny, it was near-impossible to read. I know what a pain in the ass WebGL development is with Unity, though, so I realize that most of your time during the jam probably went to the game itself - and it shows! It was cool to see different kinds of weapons and bigfeet, and the interplay between them.

One other UI-related thing that comes to mind is that it can be confusing if you're trying to lay down a unit, but you're trying to do so in an invalid location (i.e. in the middle of the road). At first, I was confused as to why I couldn't lay down the unit, since I was pressing the green checkmark - maybe it would help if the green checkmark didn't show up at all if you're unable to put down the unit? Having just the red checkmark (or even just changing it to a red X) could make it clearer that you've chosen an invalid location.

All that said, I think you did a pretty good job for the time you were given, and especially by yourself!

Good, simple, clean fun! One of the things I really appreciated were the controls. At first, I wasn't sure about the way there was an offset between where the pointer dragged and where the character went (as opposed to having to click and drag on the character themselves), but as I played a bit, I realized this was a really elegant solution to the issue of not being able to see what's behind your finger when you're on mobile. Being able to just move your finger around in the black section at the bottom solved that so well. The SFX went a long way in making it satisfying to pick up coins, too. Great job!

This is really good! It's definitely one of the strongest entries I've seen from the mobile jam so far. I'm really appreciating the level of polish, first and foremost - all the elements related to presentation, like the visuals and the way the game adapts to the screen size, work really well. As for the game itself, it's really cool that you've managed to layer in all those mechanics listed in the description. I got to see some of them in action, but I'm going to agree with what some other folks said so far - the character feels just a bit too heavy. I got the hang of it after some time, but I still would've preferred that the character was lighter so you could more easily react to what's on the screen. All that said, this is a really great idea with a great execution!

ImmanentDeath responds:

Thank you! I went back and forth on a lot of stuff in this game, so I'm glad things are working together.

I will say that my strategy for dodging things is to go in whichever direction I'm already moving. Like if I was falling and I'm on my way back up, I'll dodge a particle by falling further because I already have momentum in that direction. It's much faster than trying to go back up.

The first few times I played, I kept getting the ending where the bomb blew up after my date and I left, and I thought the joke was that it was the only ending - even though that didn't end up being the case, I still got a really good laugh out of it. That said, there were a few places where, as far as I could tell, your choices didn't make a difference (Ie what you say to the guy in the beginning, or taking a nap vs. powering through). Seeing some adjustments there would be cool. That, and if you rotate your phone, the images would stretch out; it'd be nice for them to resize based on screen ratio. All in all though, you've got a decent framework for whatever comes next!

This was alright! My main issues came from usability; I think having the game in a Game Boy frame is fun, but on an already-small mobile screen, it can be hard to see what's going on. Plus, having the controls on only one side of the screen made it challenging to move around. I know it would break the Game Boy mold, but maybe having left/right and up/down on different sides of the screen could be something to look into for next time. There's a lot of potential here though, especially for the little coffee cup guy! He's cool.

This was a lot of fun! Just like all your other games that I've played, I really enjoy the way you introduce and utilize mechanics; you have a strong level design philosophy. One thing that I've seen here and in some of your other games that I really enjoy is the way you play with a player's impulses; there are a few areas where players will immediately go for what *looks* right (i.e. there's a key or pickup right in front of them when they spawn), but they just end up trapping themselves, encouraging them to restart and really think things through.

For this game in particular, though, I think you did a great job of nailing the feel of moving the character around. The only minor complaints I have is that this game was a lot easier than some of the mind-bender puzzles I've seen in your other titles, and while the art and animation were very clean and functional, it would've been cool to see a little more visual variety as the game progressed. All in all though, great job!

(Also, I love the "thank for playing!" animation at the end)

This was loads of fun! I think my favorite part about it was how much it reminded me of the classic Newgrounds games that made me fall in love with the site over a decade ago. Pretty straightforward, but with enough twists and polish to see me through to the end, and aim to get all the achievements (which, by the by, all work but the "Perfect Game" one; it doesn't unlock for me even though I've gotten a perfect score in every level, and the medal component on the site itself says it's worth 0 points. I'm playing via Ruffle in Chrome, if that makes a difference). Johnny's art/animation are great as always, and the UI, SFX, and music fit the game so well. Only complaint I have is that I wish the silhouette for the medium and large trucks had a more drastic difference, or that they had at least had another major distinction in the front. Especially in the later levels, when you have to make split-second decisions, my brain got the two confused until it was too late. All in all though, this is a gem! Oh, and I loved seeing Seattle represented!

Practicing in five core creative mediums (games, animation/film, music, writing, and illustration), and discovering how the digital world can be used to build them. Have also gone by LDAF (Layering Designed Abstract Forms).

Age 28, Male

Animator/Illustrator

Northern Vermont University

Seattle

Joined on 3/8/09

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