00:00
00:00
Newgrounds Background Image Theme

Willm666 just joined the crew!

We need you on the team, too.

Support Newgrounds and get tons of perks for just $2.99!

Create a Free Account and then..

Become a Supporter!

Reviews for "Tidying Up"

im playing this instead of cleaning my room
★★★★★

Edit: Gonna go editing since I'm gonna start working on stuff and have to still finish it playing.
But wanted to comment that I'm really liking it-! Im not the best at puzzle games but this is
real fun and I really enjoy the visuals+relationship they got so far. Bone apple tea is my fav
track for now <3

Intrapath responds:

Why clean your room when you can clean a Capybara's house!? :O

(Thanks for playing, glad you enjoyed!)

Bleak-Creep responds:

Haha, love it.

*edit*
That's my favorite track too!

I loved the soundtrack It reminds me of Omori's for some reason, Excelect game btw!

Intrapath responds:

Ooh, I've heard some of the Omori OST, I love it! That's high praise, I bet Taxmann would be happy to hear. Glad you had a good time!

I wish I checked the settings first CAUSE THERES AN AUTO DIALOUGE THERE

Intrapath responds:

A fellow auto dialogue enjoyer, I feel so validated! <3

Bleak-Creep responds:

That was originally the way the game played, but I asked Intrapath if we could change it because I didn't think people would wanna sit through the "codec" sections with it on.

best game i ever saw, so simple yet so entertaining, like modern art without abstract sh*t

Intrapath responds:

Hey, happy to hear you enjoyed it so much, thank you for playing!

nice game. I liked the story, and the overall idea of one of those sliding puzzles but one of the characters can be controlled to go anywhere is pretty cool in concept. the level designer is a nice addition as well. its not something usually seen in puzzle games.
For the issue with the difficulty, I think there are a few ways I can think of to be able to make this harder without just getting rid of the teamwork aspect.
I think having permanent that only stop one but not the other would be one way of solving this. Since this wouldn't prevent them interacting in general, it could allow for much more possibilities. I think in the level design, having tighter paths could be a method of making it more difficult, since cappy can't just be positioned anywhere.
having a counter for the amount of moves could be a nice addition as well.
I think there's probably some way fit the name of what character you're controlling, because the current system isn't as clear.
the leaver system is also kind of confusing. still didn't figure out how it works after beating the game.
Finally, is that glitchy effect when transitioning between levels intentional? If it is, then I think it should be something that can be turned off in the options because of the flashing lights.

Update, i've used the level editor and there are a few problems i've noticed. sometimes replacing a solid wall with nothing doesn't work. also, in the text editor you can't see anything past the first line in each text box. also, I think there should be an option to make it mandatory to collect all the trash to win.

Intrapath responds:

Hey, thanks for playing!
I agree, tighter paths would definitely make sense as far as difficulty goes, and a permanent tile that stops one but not the other - almost like a more permanent version of the junk tile and with the roles reversed - makes so much sense, I love it!
The counter is also a really good idea, and we've been laying down the groundwork to add that in.
The current system of showing your active character isn't great, I agree. This'll probably also be touched up in an update.
Lever system can be confusing, I get where you're coming from - the level editor describes it succinctly, but basically, a switch will open all gates of that color (i.e. if the switch is red, all red gates will open) and close all the gates of the other 2 colors, UNLESS there is a character standing on an open gate (can't go squishing these two!) OR there is another switch keeping that gate up.
And that's a really good point about the transition, I've made a note in our to-do list that we should provide an option for users prone to epilepsy.

Some of the bugs you've mentioned with the editor should be all fixed now, and the issue with the dialogue editor is being addressed as well.

Bleak-Creep responds:

We are planning on adding a move/number of times switched counter in a future update, and then the glitching effect is intentional, but you're probably right, we should probably have a way to turn that off too.

We've gotta wait for the Flash Forward results before me make any edits, but I'm sure Intrapath will work out the problems folks are having with the level editor as soon as he's able. He put a lot of work into that thing.