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Mimi23705

23
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1
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A member registered Aug 21, 2024

Recent community posts

(2 edits)

This game embodies chaos in all the best ways! It took me a few rounds to get used to the controls, but when I did, I was zip zooming around the city with (relative) ease. Pulling off tight corners or weaving through houses was very satisfying. It wasn't until around 8 ghosts where they started to feel like a real threat, but the difficulty curve is definitely exponential. I also felt like the time limit was very fair, even with some close calls!

The retro aesthetic gives off a cozy nostalgic feeling, while the fast-paced gameplay kept me exhilarated. It honestly reminds me a lot of Crazy Taxi! I wish there were more interactable physics objects besides the trash cans that you could crash into and send flying. I crave more chaos!!

One accessibility critique I have is that the directional arrow can be hard to see at times, leaving me confused as to where to go. Changing it's size or color may help. Also, it can feel like you lose a lot of momentum after bumping into a stationary object, thus interrupting the flow of the game a bit. However, these are minor gripes.

For the second game you've ever developed, this is really impressive! I'm excited to see what else you create in the future ;^)

P.S. My current high score is 12 pizzas delivered.

I'm not very skilled at roguelikes, so I had trouble beating the boss enemies, but I still had fun learning the mechanics of the game! I think the idea of using a rotating revolver drum is very creative for a deck builder, and the gameplay feels relatively fast paced like a duel would be. It's incredible what your team was able to accomplish in just a few days!

Although I found the tutorial helpful, I think it would be more beneficial for a player to go through one round while explaining what all of the effects do as you go.

I liked the dialogue and existential nature of the game, it reminds me a lot of Thomas Was Alone. The music also gave the game a dreary atmosphere. However, I didn't feel very invested in the cube character. I was able to progress through some sections so quickly at times that it was easy to miss the dialogue. I wish the game play was a bit more engaging so I felt more motivated to continue playing. I think you have a decent foundation, it just needs some more fine tuning!

I absolutely love the aesthetic of this game's art style! The lighting, colors, and textures work very well together. I also appreciated how smooth the gameplay felt. It was very fun to whiz around the level and strafe around enemies. I could see myself playing this over and over for a long time without getting bored.

As others have mentioned, I also felt the insta-kill projectiles were a bit too punishing, especially since I didn't encounter any checkpoints. Implementing a rewind function is very creative, but I wish you didn't restart at the beginning of the level every time. I also felt that the default movement was a bit too sensitive, but a mouse sensitivity option could easily remedy this.

Great work!

I'm not usually into infinite clicker games, but I really liked that the narrative of this one progressed as you received more upgrades/skills. It made me feel more motivated to continue clicking (despite my cramping fingers!). I'm not sure if there was more beyond the lab, but I had to give my hands a rest at some point :P

If I had to make one suggestion, it would be to design the buildings to be visually unique. The flat textured 3D buildings are a bit jarring against the pixelated background. It would've been cool to see the a laboratory in the same pixel art style as the environment, for example. 

As another commenter has also experienced, I was able to get 4 morbillion essence. I don't mind the bug, I just thought the image was funny :)

The art style is very appealing and cute! I enjoyed how lively you made the game feel through attention to detail and background animations. As a rhythm game, I felt that the gameplay was a bit simplistic and repetitive, but I still enjoyed tapping to the music. The supermarket level works very well as a tutorial, so it would be cool to play more difficult levels in the future.

This bite-sized puzzle game is very enjoyable! I really liked that each "level" is an iteration of the same environment, just with more mechanics. It reminded me of a rube goldberg machine. I made it to level 3 before I realized you could change the power of the launcher, but I don't think it affected my experience very much.

When I finished the game, I was itching for more clever puzzles! Very well done!

The concept is very creative, and I really liked the fuzzy aesthetic of the game! I feel the art style fit well with the creepy/unstable reality vibes. The music was also very relaxing.

I do wish there were more branching dialogue paths. It felt like the dialogue tree was basically one big stem and a bunch of cut off branches. There were many options, but they either immediately ended in "game over" or didn't influence much. I hope this doesn't come off as too harsh, I just play a lot of visual novels, haha!

I was hoping to see someone make a knitting related game! I really like the idea, and I think it was executed in your game fairly well. Does this game have controller support? I found the control scheme a bit difficult on keyboard, but then I realized it was probably for a controller. I would suggest changing the letters for keyboard controls so they're closer together, like "A", "S", "D", "F" or something similar.

Overall, a very cute and enjoyable game!

Thanks to the music, sounds, and smooth scrolling background, I was very relaxed while playing this game. It took me a second to get the hang of the controls, but once I did, the game became quite addicting! Maybe it's a skill issue, but I would've benefited from a trajectory indicator. I definitely think this game is for people with higher skills than I though, haha. My high score was 10 :)

Also, I think the simplistic art works very well for this game. Not all games have to have detailed art to feel polished. Just keep practicing!

The gameplay is very creative! I appreciated having a rewind button so I could trial and error the levels. I also really liked how the music kept building as you progressed to the next color. My only criticism would be that the character's movement is quite slippery/sensitive, thus making the platforming a bit too unforgiving. Other than that, I really enjoyed playing it!

The hectic nature of the gameplay pairs well with the wide variety of objects that you can stack together! It feels almost like Katamari Damacy with how many random things you can interact with, and playing with the shapes of each object makes it fun to experiment. The attention to detail in the sprite work is also very charming!

The only thing I find myself wishing for are stackable objects with different properties to them, like some that are slippery or some that are breakable. I think this would add some variety to the gameplay, as well as encourage the player to think a little more carefully about what they should stack.

Overall, this ended up being a very addicting little game. Easily replayable and well thought out!

The concept has a lot of potential, and the style is very satisfying (art style, animations, and sound design). However, as another commenter noted, the paths would lose connection a bit too quickly for my liking. Also, I'm not sure if the path layout is procedurally generated, but I found myself soft locked on larger maps because of the types of paths present. I think for a game like this, it would be better to design levels that have specific solutions, especially as the maps become more complex.

The game has a great framework, the design just needs some tweaking. Overall, it was a great experience and a fun little puzzle game :)

While many games in this game jam have shrinking and growing mechanics, I appreciate how this game uses it to affect the enemies and the environment. Growing big to scare smaller enemies and shrinking to evade larger ones is very creative and implemented well! I do agree with a previous commenter that the enemy fish can be a bit unforgiving though. Also, I was able to see some enemy fish in the darkness at times, making it easier to evade them (although I'm not sure if that was intended).

While the art style is simplistic, I actually really like that the fish are represented as outlines. Spending a bit longer to create detailed backgrounds would help the game develop a unique style in the future.

Very cute game overall!

As others have noted, the movement and jump speed is too sensitive, causing me to restart levels multiple times. However, the growing and shrinking mechanic based on architectural scales is interesting! As the game progresses, it could be fun to have more complex scales/fractions to really test someone's math skills.

I like the concept of only being able to attack specific enemies when you're a certain size. It was a little hard to wrap my brain around the control scheme (maybe making "u" the default attack button could be rethought), but I can see it becoming a fast-paced action platformer in the future. The character's movement also feels a bit too floaty, which affects the platforming and causes you to get stuck within enemies sometimes.

With a little more fine tuning, I think this game has the potential to be pretty great! Great work on the sprites and animations btw :)

The art style is beautiful! The pixel artwork is great and brings a very moody atmosphere to the game. I personally had trouble figuring out what I had to do to succeed in the game. A tutorial would do wonders, especially for those who aren't familiar with resource management games. I think it would also be cool to implement little animated people into the village as you develop it, similar to rollercoaster tycoon.

Great work overall!

Using air to inflate things and propel yourself is certainly an interesting mechanic for a platformer! Even in the small number of levels, I was able to enjoy the various implementations of the main mechanic. I also like how the amount of pumps from the gas canisters are limited to one use, encouraging the player to be more strategic with how they use their puffs of air.

I have similar criticisms as previous comments, the main one being that I wish there was a reset button. Since the game was short, it didn't bother me that much, but it would be welcome in a longer version of the game. Also, during the boosting tutorial section, you could get stuck on the bottom and forced to reset due to placement of platforms.

I think this concept could be taken in many unique and interesting directions. I'm curious what other level ideas could come from it! :)

Huh. I'm a bit confused on what the goal of the game actually is, but I do appreciate the simplistic nature of it. I didn't realize it right away, but I like the fact that the scale zooms out when you split your stem more. While it does make things easier to see, controlling multiple stems is quite difficult to maintain for more than a few seconds.

A vision is certainly there, but I think the execution needs a little more work. Keep at it!

This is certainly a cool concept for a game! Getting the blocks to fit perfectly together to create the tower was very satisfying. However, no matter how stable some blocks felt, the swaying of the scales made it a bit difficult to keep things fully balanced. The physics certainly add to the fun though. I also kinda wish the opponent player was placing blocks similar to me.

The art style is simplistic and and soft, but it leaves a bit to be desired. With a little more time, I think it could've been polished a bit more to make it a bit cleaner around the edges.

I'm familiar with tetris-like puzzle games (best way I could describe the shape fitting mechanic), but I love how this game manages to take a basic puzzle concept and make it more interesting! There are a variety of ways you can approach each level, which is something I greatly appreciate in puzzle games. One thing I would suggest is maybe adding some indication of how many levels there are or some sign of general progression.

Also, I can't help but think how fun this would be in a 3D cube layout. Maybe this could be implemented in an extra challenge mode in the future ;)

Great work overall! (P.S. the sound effects are very satisfying to listen to)

Overall, I think the concept is really fun! The starting gameplay can be a bit grating at the start, but as you acquire more items it starts to become more interesting. I think it takes a little too long to acquire the amount of scales needed for specific upgrades, and the repetitiveness of the gameplay makes this feel longer. With some polish, and maybe a few more enemy types, the game could shape into something special as a short, standalone experience.

The puzzles are well designed and challenging! I wish the momentum of the ball's movement was less gradual, as I had some instances where I was moving too slow to escape a red beam. I also wish it was easier to change direction while jumping. I found myself figuring out the layout of the puzzles before I figured out how to use the momentum properly. Although, I suppose that's part of the challenge too :)

Overall, cool puzzle concept with potential!