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3N1GMA

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A member registered Sep 12, 2016 · View creator page →

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It's the same process as redeeming a promo code:

https://support.oculus.com/2173343572940225/

Will it be possible to get keys for the App Lab version for those who bought on itch? 

Managed to win the game.
it wasn't immediately obvious to me that you could walk over dark purple tiles but not shoot through them which led to a fair few deaths.
Had quite a bit of fun once I figured that out but wish there had been some form of healing mechanic

this is a cute little concept, it took me a while to understand how to properly aim and get distance right, once I've figure that out I started getting much better. Love how it looks exactly like an old CRT monitor.

Thanks for the feedback we've definitely gathered that our on boarding is lacking so if we continue with this that will be a definite focus. 

Regarding your issue continuing: 

those plots are just build plots you have to complete construction on them first before you're actually able to plant in them (the cost is represented above them with the planks and numbers) 

thanks for the feedback.
those bottles are health potions which you can grow more of later.
for the watering can you need to go and fill it from a water source (like the river) before you can use it, if you look in the bottom left of the screen when holding the can you should see a watering can icon and the current amount of water in your can.

we definitely could have done a better job at indicating what you can and can't do.
The axe isn't used for cutting down trees it's only there for combat, and the planks you find are used for building, when you place a planter box you should see an icon above it showing the materials required for construction and how many.
The bottles are health potions that are only required when in combat, if you explore a bit more you should find a build site which will unlock the bridge into the second area, enemies only spawn after unlocking that bridge

Very cute concept, unfortunately it brought my computer to my knees and I wasn't able to play much of it hopping between 1 and 60 frames per second every time I touched anything.

This was a lot of chaotic fun to play, would definitely like an opportunity to play this with a full lobby as I can imagine it being a complete mess, which feels like it would only add to the enjoyment of the racing and crashing around.

One comment I could make is that the cartoony movement and style feels at odds with the force at which you hit walls, also given how they look it could maybe feel better if there was some form of slight bounce.

Reposting for correct placement:


Loved playing this one, managed to get quite high (just short of the third? area I believe) really a lot  of fun once you get a hold of the climbing, one thing I did notice was if you fall far but manage to catch yourself the model starts jerking around and it's difficult to find your hand before dropping.
I also really like the despair mechanic of climbing out of the hole to continue climbing. 

Very cute concept, unfortunately it brought my computer to my knees and I wasn't able to play much of it hopping between 1 and 60 frames per second every time I touched anything.

This was a lot of chaotic fun to play, would definitely like an opportunity to play this with a full lobby as I can imagine it being a complete mess, which feels like it would only add to the enjoyment of the racing and crashing around.

One comment I could make is that the cartoony movement and style feels at odds with the force at which you hit walls, also given how they look it could maybe feel better if there was some form of slight bounce.

Loved playing this one, managed to get quite high (just short of the third? area I believe) really a lot  of fun once you get a hold of the climbing, one thing I did notice was if you fall far but manage to catch yourself the model starts jerking around and it's difficult to find your hand before dropping.
I also really like the despair mechanic of climbing out of the hole to continue climbing. 

Fun little game, it's very interesting how the apparently simple mechanic lends itself to quite tense and stressful gameplay trying to keep your ship upright (I failed at that)

With my entry it also looks like they took a cursory glance and if anything wasn't immediately noticeable it was assumed to not exist. My reviews are all quite positive and the enemies are definitely spawning but they were under the impression that there weren't any. I'm going to take it as a note that I need to make my mechanics much more obvious and not to expect the player to read a wall of text.

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Thanks for the opportunity. 

If the comments taught me anything it's that I need to be more verbose with my instructions and hints, I always have a tendency to assume something is obvious, when it may not be, because I created it.

Hopefully I get another chance next year and I'll be sure to add better instructions xD

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Glad to hear my submission brought out some nostalgia hopefully it wasn't a terrible experience playing it and ruining the memory 😅

Thanks for the feedback, I wanted to have some enemy AI but ran out of time. 

At the end I had to decide between having more than one enemy ship or having A enemy ship that could move and decided to go with quantity over quality 😅

Thanks for the note about the number of ships, the are randomly spawned as you kill one so there is technically an infinite number of ships but I do think the spawners might be too far spread out for 5 minutes, originally the round time was 15 but I felt there just wasn't enough to do to justify that long. 

Yes, wanted a nice cartoony water and that tutorial was just perfect