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(1 edit) (+2)

so i looove the pixel overworld sprites they're soooo cute i love the chunky little monkey dragging and swinging around a bike visual and seeing the different friends was a delight. the hades style character art and ui boxes also looked impressive and i like that you accompanied them with voice clips (although a fade out on connor's laugh in mouse's would make it sound smoother) the visual cohesion between certain elements like the text and overly saturated green of the forest could've been stronger but within the time constraint you managed to create some great looking assets.

that concept of trying to finish the cyclethon with a broken bike is pretty cool, you managed to make your gameplay stand out while also doing a great job of designing the buffs and enemies around the theme. i wish it was more fun to play though. the furthest i managed to get was 428 km which makes the 1000 km look so far away.... i wouldn't mind the challenge as much if it didn't feel so sluggish to work through. and the slow walking speed does emphasise the bike dragging visual and potential speed upgrades but i still feel that a little more balance would go a long way. i think the main culprit for me is the wait between inputs but play around with everything to see what feels best, maybe i've just been skill checked but i feel like an average player should be able to reach about halfway at least.

also the hitboxes feel larger than they should be particularly when cinnamoroll hurts the player or a cyclist goes by and clips me when i wasn't directly in its way. and when i play this it's slow paced enough that my mouse just stays in one spot, but sometimes i want to swing or hit to the right and i'm not prepared to move my mouse all the way over for it. oh and those bells are definitely too loud, and feel like they should play closer to when the cyclists actually appear on screen. idk just things that could make the gameplay feel snappier and more polished.