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(+1)

I loved loved loved the art in this and the music was peaceful and relaxing. The gameplay was fun! 

Notes from gameplay:

love the logo, very graphic and clean to read

background cuts off if you go left from the start

prettttty

speed + scroll is a tiny bit dizzying, could be adjusted a bit to be easier on the eyes

shift plus all 4 wasd buttons is so hard to use, i wonder why they picked that oh wait nope I'm an idiot lol

slow mode doesn't seem to be applying to up/down

flickering shadows on the blocks at the end

aww, I'm bummed it's over

hehe the bee is so cute when it picks stuff up

i don't think space does anything? 

*edit no, that was because i played the level backwards again, must have broken something, it's working on a second play through 

*edit2 broken again, looks like it stops working midway through the level. I used it to catch at least 2 pollen, it felt fun to use: worked VERY well with timing and the visual animation is satisfying

music so peaceful and relaxing :)

what happens if I kill myself...

ah goes to negative

interesting, how is the damage calculated? Sometimes it's 5 hp, sometimes it's 10. I'm running back and forth in the spray paint cloud

oh i can just sit in it, gonna leave it running while I make lunch

music stopped, kicked in again when I moved

(+1)

Thank you Loressa! <3 I'm glad you had fun. 

We plan to make a revised (and bigger) version soon, so your review will come in handy 😁 

(1 edit) (+1)

Aline suggested switching normal movement and hover so you're normally a bit slower but can 'sprint' and I think I might change that in the directors cut because it seems sensible.

The flickering is light through the bees wings :D But yeay, i need to make those non shadow-casting I think because I noticed it a few places too, good eye !

The spray does 2 types of damage, there's an initial hit, then you take damage over time... its definitely a bit extreme in the build but i've worked on that (particularly fixed that if you are in multiple clouds you dont just insta die :D ) - that's some good playtesting

Theres various reasons for all of what you said, I don't think your wrong about anything, I think i've already fixed, planned to fix, or changed everything you've mentioned so good to know most of the things i've noticed are real ... director's cut should be solid.

Considering changing health to stamina and making you fall to the ground if you run out so you never 'die' but you have to sit around for a bit. This would be combined with putting in a timer so you have to reach the end of the level before nightfall (when bees can't fly around) which would be the 'game over' condition ... what do you think ?

(+2)

Considering changing health to stamina and making you fall to the ground if you run out so you never 'die' but you have to sit around for a bit. This would be combined with putting in a timer so you have to reach the end of the level before nightfall (when bees can't fly around) which would be the 'game over' condition ... what do you think ?

I think that could be interesting, maybe give players some way to bypass or mitigate this effect - having to sit doing nothing isn't very fun, but losing/gaining speed or collecting buffs feels engaging. Having the stamina affect speed sounds cool, then the player would directly feel the effects of their good/bad play through the game movement.

(+1)

i think the original idea was going to be you could store 'pollen charges' (which is kinda a thing bees do, and solitary bees even more so) so it'd work in the theme if you could basically have a couple of 'healing potions' and restore them for every X pollen you collect.