Symmetric Arrows
Instructions:
The aim of the game is to join the two arrows (put them in adjacent squares) and pass the level, but be careful, you can't touch the colored tiles:
🟥 Red tiles - make you lose when you touch them (but there are some fake red tiles that are deactivated with a green button).
🟨 Yellow Tiles - Touching them also kills you, but these tiles can be broken with a yellow button.
Status | Released |
Platforms | HTML5 |
Release date | Sep 19, 2022 |
Rating | Rated 4.6 out of 5 stars (5 total ratings) |
Author | NEBOR games |
Genre | Puzzle |
Made with | Godot |
Tags | 2D, arrows, Casual, Indie, Singleplayer, symmetric |
Average session | About an hour |
Languages | English |
Inputs | Keyboard |
Comments
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Not bad, a lot of the levels that I did were pretty good. I think I hit a couple of bugs where I managed to get the arrows to move out of sync, and to think they were adjacent when they were one square apart just by the timing of when I moved.
But level 40 as far a I'm concerned ruins the game. that level was clearly designed to MAKE THE PLAYERS HATE YOU! And I know you can't tell because of your wonky CSS choice on this page, but that was yelled in all caps. It was getting bad enough when the moving blocks came in, forcing the levels to be slowed waiting for timing even if the solution was relatively obvious, but that one really feels like "I don't have enough content, let's artificially stretch out the game." or maybe "if we make the players rage quit, we don't need to implement more levels". I'll probably never know if that's the case, because I don't expect to ever come back to complete that level.
But up until that screwy level, good job.
Hi clansing, first of all I wanted to thank you for your comment, people's opinions help me a lot to improve when creating games.
I would like to talk about level 40, now playing it again I have seen that as you say it is quite heavy and slow, and I wanted to let you know the meaning of this level, as you have seen that there are several levels that are references to major franchises in the world of video games, and in this case I intended to refer to a level of The World's Hardest Game, but, I think you're right, and it breaks the game quite a lot.
I also want to inform you about the reason for the moving blocks: first I want to clarify that this game was created by one person, and it's the first game I make, so when I created the levels I didn't want them to become too repetitive and that's why I decided to add this mechanic, to give more variety to the game and make it a little more difficult, it's not for lack of ideas, in fact I wanted to make 100 levels, but the people around me recommended me to make 50 and if everything went well, to make more.
And finally about the bugs, I'm aware of it and I'm working on fixing it.
With all this, I wanted to thank you for playing the game, I hope you enjoyed it except level 40 and also thanks for commenting.
Well let me just reiterate that for the most part it was pretty well done - especially for a first game!
I might be a bit out-of-date on game references as I caught a couple more obvious ones, but didn't really notice that many. So maybe level 40 would make more sense as a reference, but I stand by my claim (which it sounds like you agree with) that's it does rather break the flow.
As for the moving blocks themselves, I understand wanting to keep the game interesting, and there's nothing inherently wrong with moving blocks and timing puzzles. I think what makes it "feel bad" (to me at least) is that it's a fairly sudden change to the game. Up until that point it's all up to the player to figure out the patterns to move in to solve the puzzle, and then suddenly there's timing puzzles and the game is setting the pace (which then level 40 takes to an extreme). Don't know if introducing the moving blocks sooner so the player doesn't get into a particular mindset would help, or if it's just the way it is. But that's just my armchair analysis of why the moving blocks bugged me (although I'm certain a lot of my irritation with them was retroactive from L40 😆)
But keep up the good work!
Well, I thank you for giving the game a chance and also thank you for giving me your opinion, I'll keep all this in mind if someday I make more levels or for new games in general.
I'm sorry for your bad experience in level 40 and I hope that at least you enjoyed the other levels.
I have to agree. This is the sort of game that shouldn't be a timing puzzle, and adding that element just makes it less enjoyable. The static puzzles are already very well designed.
VERy good
I like this game, I think it's so creative and good game