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(1 edit) (+1)

Best game I played so far. 

Gameplay:

It's marvelous, juicy and fun. Imo these engineers are a bit oversensitive, but that just makes this game more challanging. There should be some kind to intro about how to avoid explosing, as it took my a while on level one to understand how to be sensitive. So much respect that you even added a boss fight that is interesting.

Graphics:

Game is so well juiced. Starting with simplistic, but fun artstyle, a lot of gream transitions. Cool ragdols that sometimes tear heads of other engineers. You made great use of effects like shakes, particles, transitions and because of that it all feels as the whole. Great job!

Audio:

What a great melody you made. It fits game perfectly getting my attention all the time. I really felt like I was the guy launching the pad.  Sounds are also great.

Innovation:

It kinda reminds me of Tomorrow Corporation games like "Human Resource Machine" (I love these games), so I love what you did. Idea with sticky and explosive people is just great and it leaves a lot of room for extending that, eg. with portals. Intro is so great that I'm fairly impressed.

Theme:

Leaps reference is really nicely done. I also got bounds idea, so it fits theme great.

Overall, what a game. I just wish you could make up plot to it and mix it with some levels so that there is a feel like you are going somewhere beating those levels (as beginning is really interesting). I love you xD

(+1)

Thank you so much for playing and leaving such a detailed feedback!

Very glad to hear you enjoyed the music. I'm still very novice in that department but I'm trying. Audio is easily the weakest category for me. The graphics just come naturally, juicing up games is probably my favourite thing to do. And I do programming for a living (even though looking at the spaghetti code I ended up creating for this game, one probably wouldn't notice).

Some kind of cohesive plot to tie the levels together (and have more of them overall, or at least better designed ones) would have been cool. Alas, it was kinda out of scope since I decided to work super casually on this. Probably like max few hours a day and I even kept several days off completely. So I don't know if I even ended up working that much more on it than on "normal" weekend jam games.