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A member registered Dec 04, 2017 · View creator page →

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Simple concept but fun. I made it 2350 meters. After a certain point you re fast enough and there are enough obstacles that jumping over one object will have you land on another that was offscreen when you started the jump. But if you have enough snow you can survive a few hits which is nice.

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Unbelievably pretty! It took me a little while to figure out what the game is about but then it players smoothly. I liked the horizontal and vertical multi-notes as constraints that you have to work with.

Picking up notes was sometimes a bit finicky, and there was a bit of a delay after I twist the key before the goose would start to move, but those were minor issues that were easy to work around.

Thanks for the feedback!

Our main interpretation of the theme was building a structure that you will then climb (using scale to mean climb, like scaling a cliff). We also allowed the player to resize themself and tetris blocks to appear in multiple sizes, but I agree that the player resizing was a smaller part of the game.

What a happy little/big bunny!

I found it hilarious that the game's description and credits are just panning around in the background. I wish the ground had a bit more texture to it so I could get a better sense of my size and the distance that I am traveling. I enjoyed being able to jump across huge distances when I am big, sometimes skipping platforms.

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Very simple to figure out how to play and satisfying to grow a horde of frogs. It did take me a while to realize that I was losing frogs due to taking damage, but after that I played more carefully and I was able to summon and defeat King Snek with 16 frogs remaining (I took a lot of damage in the boss fight by trying to focus fire it down at the cost of some hits from other basic enemies).

Neat twist on block pushing. The way that you grow as far as possible makes it feel kind of like an ice sliding puzzle, but the fact that you can have width makes it much mor mind bending. I solved one level on accident by pushing a box onto a button when I was trying to figure out how to get myself to end up as a 1x1 on the button. 

Hey, your game has a very similar concept to my team's game!

Your graphics and polish is very impressive.

I found that building a good tetris structure and clearing rows was a bit slow, and some messy structures allowed me to obtain height much more quickly. However I also fell into a pit that I had built at one point and I wasn't able to jump out. I bricked in the ceiling of my pit just to seal my own slow doom.

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The graphics are quite smooth. The dialog scenes do a good job of setting the atmosphere.

I found the down-attack to be awkward to use, and yet it was the only way that I could find to hit the enemies without them hitting me back. So I ran past enemies without killing them, but there was eventually a spring that I had to launch myself off of to hit and land on a wall block with a couple of enemies attacking me, and I died trying to channel my resize while they hit me. The checkpoint was pretty far back in the level, so it was discouraging for me to try again.

It might also be good if there was some visual feedback when an obstacle was at the min or max size, and which direction it would grow.

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The concept is interesting but the game has too much going on while I am trying to figure out the interface and rules.

I had a white request as my very first request and I couldn't figure out what color it was for a while until I realized it was white. I then piped all three colors into a single mixer and it produced magenta instead of white, so I had to redesign so that I had two separate mixers to combine the three colors, but I ran out of time.

On my second attempt I went a while with only requests for primary colors and I thought that I was doing fine, but then multiple floors started to make orders at once. I thought I addressed them all but it told me game over so there is probably some order that I didn't notice because it was offscreen.

Third attempt started me with a white order, followed by a cyan order, a white order on the second floor, a yellow + red hybrid order on the second floor, and then killed me from some order on the ground floor that I didn't see because I was too busy trying to place mixers all over on the second floor.

I don't know how to use the lift. I wish node and mixer were the same thing, so I could just always have multiple inputs and outputs for an arbitrary node, and even have multiple outputs for the primary color emitters. As far as I can tell, mixer is just a better version of node.

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The concept is a pretty creative use of scale. There are some interesting strategic decisions about when to scale up and down. The game is quite hard. My best score was around 600 damage dealt, but I always get hit by the homing bullets when the waves of circles appear.

For a bullet hell, I think that the homing projectiles move much too quickly. I like dodging waves and patterns of bullets, but these fast bullets hit me before I see them, and they blend in since they are the same color as other bullets and they have no motion trail.

I thought that 'toggle weapon' meant to switch between different weapons, but it just turns my weapon off. Why would I want that? I also kept scrolling in the wrong direction, as I think of up as big and down as small.

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I enjoyed the mathematical challenge of quickly calculating sums and differences. It feels quite good to get perfect balances, and the customers are suitably impressed when it happens.

The price of fake weights was always larger than my current money, even when I saved money from previous rounds, and even after I bought cinnamon and earned 6600 in tips for 7700 profit in a single round. (I played until day 9 or 10 with way more money than rent before I chose to stop)

Thieves randomly robbed me early on, so maybe that caused me to be unable to afford some early purchases that snowballed into me earning less money each round.

Not sure if tipping is about speed or accuracy, but I always wanted to be more accurate.

It also would have been nice if it was more obvious which scale had the more valuable spice on it, so that I could know which one to prioritize. I often threw a small weight on every scale so that I could hover to see the buy/sell price.

Simple but fun. My high score is 1466. The menu is remarkably polished for a jam game. The background art in game looks great, the foreground art could have had some more decoration as well.

The bunny is cute indeed :)
I agree that our current levels don't make much use of the ability to shrink down. I think it might have been better if we had some more hazards and terrain obstacles for which it is useful to be small, so that you resize yourself more often.

Thanks! Yea, it would have been nice if the squish-detection was a bit more forgiving for cases where the falling block just lands on the player's tail.

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Creative concept, though it was a bit confusing at first where I lost very quickly before I figured out how to control the hole and how to not be sus. I wish the balls stayed blue and red instead of turning white again. I didn't enjoy the ant mechanic when I was focused on the speeding balls.

The best strategy seems to be to very quickly grow and shrink the hole and then return to a normal size, as the sus meter only goes up if you stay an unusual size for more than a second. You can also stay at a decently large size where both players score to let the sus meter fade back down.

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Simple concept but pretty fun. You made a lot of levels, and I enjoyed the challenge. The animation of looking left or right while holding a ladder was a nice touch to know which direction I will dash.

I got a bug on the first level with spears where I respawned but was still dead. I think a spear hit me during the respawn animation. I wish the respawn animation was a little faster, and it would be nice if the next level chunk appeared sooner. It would also be nice if pressing jump gave me a brief duration of unable to re-grab the same ladder, so that my jump wouldnt instantly cancel if I am still holding Up.

I made it to a huge level that I assume is the finale but I struggled with the tall ladder on the right.

Some sound effects and a walk animation would also have been quite nice to make the movement more satisfying.

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I liked the creativity of being able to scale walls and scale lava through walls. It works well since the puzzle has few enough scalable items that you can reason about what must be possible. The level design shows a lot more creativity than I would have expected to be possible for the mechanic.

The lava and goal look a bit too similar.

The clickable area for scaling an item is quite small, which made it difficult sometimes to click on an object while it was falling. A pause button would have helped with the timing, or slower gravity, or larger clickable areas, or time being paused while I am resizing any object.

Levels 9-11 were annoying because I figured out the solution but the physics is a bit buggy if I move a slider too quickly and the timing is difficult. I found that I had to move my mouse extremely quickly, but then slow down significantly as soon as the resized object is about to start pushing something.

Levels 12-14 seem to require exploiting the ability to sometimes bug through walls by resizing, but this feels like a physics bug rather than an puzzle solution.

Currently it is a little bit too easy to raise and lower the platform while you are standing on it.  It would be interesting to see if variety of level design is possible, like horizontal graphs or a different movement mechanic like a bouncing golf ball.

Fun, but big mode is OP.  You just need to shrink for claws and hop over tiny obstacles. I would not have guessed that I can break things if I hadn't read the description, but it is very useful. I think it might have been more balanced if big mode could jump super high but you still had to avoid obstacles.

I  scored 12009 which puts me #7 for now.

Simple concept, but it looks cute and polished. It might be nice to have some more animation for the player clicking on items or for items automatically producing value. The late-game items are pretty expensive but I guess that's fine if the game works while alt tabbed.

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The idea is that you want to toggle parts to highlight the shape of an open door frame, sort of like the outline of a rectangle.

That said, this game was a prototype, so it is not very polished. You could also check out one of our other games, like Final Frenzy! or Sweet Nightmare

Reviving this thread to add some info:

My profile wasn't showing the other games for which I was a contributor, but I found that I can click "Edit Theme" on my profile and then there are buttons to show or hide all of the games.