Afterlife Tesla's Disco Party with Flat Buds by Menesetsu
There is a party in geometry heaven, let's dance! Oh my, that ugly flat figures are trying to break the party.
Your goal is do not let that nasty flat figures touch Tesla Tower.
How to play:
1) Use your mouse to activate buttons on a sequencer;
2) Flat figures can be destroyed by activated button with appropriate color and type;
3) You can have maximum three active buttons (the oldest one will be automatically deactivated as new button toggles).
Have fun!
Your goal is do not let that nasty flat figures touch Tesla Tower.
How to play:
1) Use your mouse to activate buttons on a sequencer;
2) Flat figures can be destroyed by activated button with appropriate color and type;
3) You can have maximum three active buttons (the oldest one will be automatically deactivated as new button toggles).
Have fun!
Ratings
| Coolness | 50% | 3 |
| Overall(Jam) | 3.29 | 425 |
| Audio(Jam) | 4.20 | 14 |
| Fun(Jam) | 2.94 | 588 |
| Graphics(Jam) | 3.31 | 487 |
| Humor(Jam) | 2.76 | 403 |
| Innovation(Jam) | 3.76 | 113 |
| Mood(Jam) | 3.64 | 135 |
| Theme(Jam) | 3.74 | 317 |
So, if there is a red triangle advancing towards the center, you have to find the triangle on the Y-axis of icons, and click in the red panel on the X-axis.
Then tesla lighting will destroy it.
Very inventive, and very beautiful... well done!
Ist game that I wanted to play, sound generation looks very simple, but creates mood
all 5 )))
Nice selection of sounds really makes this work. Though I imagine it'd be essentially impossible for the colour-blind to play.
If there is a difficulty slope I didn't detect it, perhaps the tempo could increase over time?
Definitely a unique and innovative entry. Well done
Btw the audio was really nice.
I think the biggest problem is that the interface is a very bad match for the mechanics. Because the buttons are on the same field as the shapes, I'll bet a lot of players were clicking at or around the shapes they wanted to destroy, rather than one of the many (too many!) squares at the intersection of the desired colour and shape. Why are there so many clickable squares? Moreover, when a square gets triggered by the sequencer, it lights up the row and column, which seems like a neat juicy visual effect but is actually very, very misleading. The average player will probably assume that they can destroy shapes in that row and column when a square is triggered.
My suggestion would be to ditch the large grid entirely. Have the device and a smaller, clearer 4x4 control grid in the bottom center and have shapes approach from the top and sides. Have the device emit waves that expand outward from the device to strike shapes and hit them with lightning instead of a wave moving from left to right. That way you can keep the core mechanics intact while maybe losing fewer players with a confusing interface.