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(+2)

I like how cohesive the design is. The sound effects support the aesthetic, and the fist that breaks the general visual style got a chuckle out of me! On a technical side, walking on a curved surface like the character's head was done so well I almost didn't realize I should point out how good it is.

In terms of improvements, there really wasn't much of a challenge. If I walk from left to right, constantly punching, and then right to left, I couldn't really lose. The only thoughts that I'd miss were the ones that clipped out of bounds when another thought spawned inside of them. There was also little to no reason to ever jump since the enemies very consistently spawned near the head.

Overall I had a pretty fun time with the two minutes I spent with the game to clear it twice!

(+1)

Thank you for commeting and the feedback, Iffi!


Glad you like the aesthetic, I really put some effort into it. The curved surface is functioning smoothly is all thanks to muichi ;).

And I get what you mean: I played more this weekend after receiving feedbacks. On the first prototype, it was too chaotic and difficult, we tried to make it so it was not that hard to complete, but it sure does need some balance, specially making the player feel the need to jump - on the prototype the thoughts would clash into eachother, making them fly near the ceiling, and that was why the jump was implemented in the first place.

Glad you enjoyed! I'll check your game also.

Cheers!

(+1)

We added last minute  a lower spawn rate in the first 10 seconds of the game to smooth out the experience to the player (so they could understand what's going on before getting overwhelmed with thoughts), but we definitely should have also steeped up the difficulty in the latter half of the game to make it more challenging. After you make sense of the gameplay in these 10s, the difficulty does not progress at all. Lesson learned!

Thanks IffiDev for the feedback!