Really cool gameplay mechanics! Leading the moths is fun on its own, but it gets really good once you have to figure out all the twists and challenges in the subsequent levels. Great game!
The butterfly mechanics are just awesome and the further you go through the levels, the more interesting it is to solve the puzzles. The game kept me on my toes and made me think at every stage. Great job! 🎉👏
Wow, this entry has way more depth than I initially thought! The gameplay really reminds me of World of Goo, but with a gathering swarm vibe and RTS-style movement, which I really appreciate. Using left and right clicks to control different groups is tricky when you’re trying to quickly merge and split them, I almost wish I had two mice (or maybe dual joysticks, lol). Anyway, really solid job!
Very interesting game. I liked the mechanics a lot. The last level had me a little perplexed though, I had no idea how to solve it, and I just sent my guys straight up the wall somehow without using all the colors.
Despite the simplicity, the visuals were very nice.
Great job here! You followed my favorite rule of puzzle game design:
> The difficulty should be "how do I solve *this* puzzle", not "how do I play this game?"
The rules were disclosed progressively over the first two levels, just learning about moving and then learning about changing colors. This makes the new player experience so much better than starting with a level about playing with two colors.
I think an interesting puzzle idea if you want to make more would be a level *after* color changing is introduced, where players must keep some of the creatures un-colored. That, and requiring multiple color changes to progress through a level, especially if that includes partial backtracking.
The art was minimal but that did not detract from the gameplay at all, at least for me. I was very engaged the whole time.
Comments13
Despite the simplicity, the visuals were very nice.
> The difficulty should be "how do I solve *this* puzzle", not "how do I play this game?"
The rules were disclosed progressively over the first two levels, just learning about moving and then learning about changing colors. This makes the new player experience so much better than starting with a level about playing with two colors.
I think an interesting puzzle idea if you want to make more would be a level *after* color changing is introduced, where players must keep some of the creatures un-colored. That, and requiring multiple color changes to progress through a level, especially if that includes partial backtracking.
The art was minimal but that did not detract from the gameplay at all, at least for me. I was very engaged the whole time.