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(+1)

I am extremely impressed, did you seriously make this in 6 days!? A clear and distinct visual style which made recognising what the player needed to look at very easy. Gameplay was engaging with a clear difficulty progression, simple mechanics with different scenarios rather than piling on mechanics. Soundtrack was non-intrusive and worked for the game. Writing and narrative was humorous and engaging, a whole story was there from start to finish. Downloading and accessing the game was simple with an available installer which is greatly appreciated.

I found that nearer the end of the game, as faster and faster actions were required, the menus became a bit finicky to navigate. There were times where I had the right input but the menu didn't register the hit, but some of those can be attributed to me just missing. The green/red mark every time something was accepted is nice, but can be a little obstructive when it covers the whole screen. Perhaps it would have worked better coming from the top of the pit, still within player vision but not covering a lot of screen space.

I would seriously consider keeping this in the reserve and working on expanding it when you have some free time. Because this is something that I can absolutely see on a marketplace and potentially even purchasing myself. Fantastic work!

In addition, is this a single control game. Doesn't moving your mouse and clicking count as two inputs. Didn't put this in my initial comment since I completely forgot.

(+1)

Cheers man, thanks for all the kind words. Maybe I'll keep working on this if time allows me to. 

My philosophy regarding the clicking and dragging of the mouse would be that the dragging of the mouse is more of an additive to the initial action, just like holding the button for longer or shorter periods of time adds on to the action as well. And if you don't like that answer, you can technically play the game without having to move your mouse at all...