Fantastic concept and execution, really feels like it'd fit in with the cool ambient games.
I like the pace, but I was playing it with fairly chilled music playing, so I imagine if you had a little more time it'd be a killer (and great time-passing-mechanism on mobile platforms)
I liked it. I found the tendril reversing in direction at every step to be a little annoying as it made making curves a lot slower than it needed to be, but overall the game's simple and effective.
This was a very enjoyable game once I learned how to play it. It does a great job with the theme as an extremely minimalist game, but takes those mechanics and does a lot with it. I think one of the things that really made this game stick out was all of the levels you were able to make, which gave it a lot of gameplay time. The graphics and sound were very simple, but fitting for the style (though the wall color was a bit grating). Ending the level was rewarding too, to get to see the tendril you made break up into sounds. The only real criticism I have is that the difficulty is a bit haphazard. There was one level near the middle shaped like a sideways S with boxy rooms and narrow corridors, which was easily the hardest level. Then right after that there were a bunch of levels with straight passages to the end. So far, this is the best game I've played in the competition, despite its deceivingly simple look and premise. There's enough skill and finesse involved in playing for it to feel like a challenge, but it's generally not so hard as to be frustrating, and ends up with a pretty good balance.
The slow transitions are intentional - I was aiming for a certain pace and feel. I can totally see how it would be annoying though (especially after many deaths) so I'll look into shaving off some milliseconds.
My biggest problem with this game (and other before it) is pacing difficulty. I can make tough levels, and I can make easy ones, but transitioning between them is tricky. With more experience and play-testing, I'll hopefully get better at it.
This is just my type of game. The aesthetics, simple mechanics, and often challenging levels remind me very much of Flywrench, which can only be a good thing. I can't seem to get past a certain level but I know I will be able to later....and just as I was typing this tried again and got it!
I love the audio. I love that spamming the controls makes an interesting sound and makes it look like a smooth vine. I love that it feels like you are really a vine trying to feel around and grow through a gap towards the light.
Beautifully put together game with the sounds, mechanics and graphics all combining smoothly. There was one level in the middle which was much harder than those around it which made the pacing feel slightly off, but that doesn't really detract that much from the game being awesome.
One of my favorites thus far! I really like the slow transitions and sound design, and the mechanic is actually very cool! If I had to nitpick, it did feel like the difficulty of the levels was sort of sporadic. There'd be one I'd fail a dozen times, followed by several straight I would get on the first try. It's possible I was just getting better though.
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I like the pace, but I was playing it with fairly chilled music playing, so I imagine if you had a little more time it'd be a killer (and great time-passing-mechanism on mobile platforms)
The slow transitions are intentional - I was aiming for a certain pace and feel. I can totally see how it would be annoying though (especially after many deaths) so I'll look into shaving off some milliseconds.
My biggest problem with this game (and other before it) is pacing difficulty. I can make tough levels, and I can make easy ones, but transitioning between them is tricky. With more experience and play-testing, I'll hopefully get better at it.
The sound is brilliantly integrated in the game.
Anyway, great work!