--------------HOW TO PLAY (also ingame)------------
Use the mouse to connect pairs of symbols of the same kind.
Different symbols are worth different values: blue 5, green 10, orange 20, pink 30, purple 50.
The time bank starts at one minute.
You can collect time bonuses by going over them while drawing the line.
Made using Unity, Inkscape and Bfxr
Fonts: Bahnschrift and Muli
Simple but efficient concept, however for some reason I could never finish a round after 3 trials ? The game crashed when i tried to link a yellow symbol at the right of the screen (sorry that's the only repro I can think of :/)
From what I see, I think I would have liked to have to score value of each shape displayed on them ? or maybe displayed somewhere when playing, as I had to use my memory to remember wich shape was worth more.
I quite liked the concept and nature of this game. The graphics are nice, and it feels challenging at the right moments. I think the connection sound got a little repetitifve after a while, and perhaps was slightly too high pitched. Some variation in the sound might help with that. Also the connections didn't always seem to follow me exactly, but this could just be a browser issue. I also found restarting the game caused none of my lines to form connections, which forced me to restart the page. Also, I'd have a warning before new shapes or walls pop up, because it often felt sudden and my line dragging seemed to glitch up a little if it happen right as I was dragging past it.
But these were minor issues, and overal the game felt really good!
Clean aesthetic and simple, frantic action. Fits the theme too, even if a basic idea.
I would have played more if this if the design didn't have a critial flaw: there is too much randomness!
Beneficial randomness makes each playthough fresh and makes sure that the challenge never becomes about rote memorization. There is some of that here too, but the rest is unfortunately toxic! Unpredictable symbol lifetime and unreliable time bonus spawning are the big issues this time. Especially the second one makes it impossible to compete for a highscore without a lot of luck or countless retries.
Let's keep the beneficial kind and eradicate the rest. Time bonuses should appear regularly. This can be based on a timer or the player's performance (e.g. one time bonus every 500 points). The symbol lifetime should also be a constant per symbol: higher for low value symbols and lower for high value symbols. Showing the lifetime (symbol color fade or some kind of animation) would allow the player to quickly decide which connections to make next without any symbols disappearing unpredictably.
Of course, at this point simply adding more walls might not be enough of a difficulty increase. Even the most skilled player should lose eventually. Now that the symbol lifetimes are visible, they could decrease slowly over time to increase the difficulty. Something like that.
Functional project. The design could use tweaking. Keep at it.
Overall: Average (5.0)
Graphics: Good (7.0)
Audio: Average (5.0)
Gameplay: Bad (3.0)
Originality: Below Average (4.0)
Theme: Good (7.0)