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(+1)

Loved the game and loved that you managed to take a random prompt and turn it into a really fun experience! Generally, I find that Unity HTML5 games run much slower than the Windows version so I almost always suggest folks to include a PC build in tandem to the HTML version (I had a little bit of trouble moving around with the subpar framerate, but I know it would definitely run way smoother as a Windows build). If you had a windows build I would totally be playing the game for way too long that I was supposed to XD

I love the idea of dismantling a giant robot while you fight it and I think you've made a really solid experience! I love the idea of using a camera to reveal the enemy's weak spot! It feels a little bit more rewarding/sophisticated than "shoot the big red eye". This would definitely make a great boss fight in some kind of 2D duck action-platformer :)

Some suggestion/feedback if you want to explore this game a little more:

I'm always a big fan of adding "fun" movement like dashing, double-jumping, or wall-kicking/climbing in games because it makes the player feel more in control. It's super rewarding to be able to sh'move around the area as if you're a speed runner making all the optimized movement. I had to wait for the robot to not be above the spring so that I could approach the top parts. I'm also a big fan of a "do nothing" button where folks add a button that absolutely provide no gameplay value like a "quack" button or some other.

(+1)

Thanks a lot for the detailed feedback! I kept the controls at the bare minimum because I am still testing out this idea. Many players are still having difficulties understanding the core mechanics, so I am prioritising that first.

I will definitely try adding some cool techniques that the player can learn and master as they play on a future build. A useless quack button is also a great suggestion.

Thanks for letting me know about the performance issue. I will include a windows standalone build after I fix and polish this game a little more.