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An interesting take on the theme, especially since it's one of the few games to make difficulty change based off accuracy, rather than just "you miss, you lose" sorta thing.  Which is a nice change of pace.

It's also got some nice art, especially mixing it up for the enemies.  Though when the enemies overlapped it wasn't great, especially if you got some long word stuck behind one or two words.  Made it a little hard to actually get it.  Though that tended to be pretty rare.

I did run into a slight issue with the word "focusing" where sometimes when a new monster would show up it would reset the focus and lead to incorrect presses being registered.  I managed to replicate it a few times.  Not game breaking, but figured I'd mention it in case.

Overall though, a nice setting, some cool visuals and a pretty cool mechanic that makes difficulty go ABSOLUTELY crazy.


Side Suggestion from my chat:

  • hittaus: "it would be cool to have a vertical line on screen saying "if the word crosses this boundary it's highly unlikely you'll have enough time to type the words""
    • Essentially giving more present danger and difficulty level shown on screen as the words get harder.  I think it could be interesting to increase pressure, if that fits the game.  As well as give some nice moments of "Yes! I did it" when you manage to get a word you very likely shouldn't.  Could also possibly give some sort of reward.
  • neverite: "tell the dev to add hippopotamus"
    • I have no idea, but I mentioned it anyway.
  • hittaus: "the game should have pulsing in it's spawning of words"
    • Basically giving little breaks between huge chunks of words similar to a rhythm game to make it a little easier to last could be interesting.  Personally I think there are pros and cons, the pros being it can help people play longer, the con being it does "lower" the difficulty, but obviously you can counteract that by making the "bursts" or "pulses" more difficult.