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A member registered Jun 24, 2014 · View creator page →

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Thank you for the kind words!

The performance issues are definitely disappointing. I thought it was mostly triggered by shader compilation, but based on a quick look in the profiler I think it's actually just struggling to render the shadows. Definitely something I'll patch when the judging period is over. Thanks a ton for playing!

Obsessed.

Wow, that grappling hook feels fantastic. I definitely would have played more levels, especially if there were just a hint more air control - something about the bouncy shape of the character makes me want the jump to feel really light and responsive. Definitely want to echo praise to the tutorialization - this really makes the game stand out. Nice work!

I didn't have a lot of success actually building a defensive structure, but the building mechanics were inviting and satisfying to play with, and that's enough for me! Really good game-feel and a cool premise. Nice work!

Thanks for playing! Yeah, the theming definitely could be more present - I really appreciate the feedback.

I'm not sure if it was user error, but I never got more than one floor to go at a time, and the clicking-and-dragging to aim didn't actually seem to matter in terms of where my ball ended up. Thumbs-up to the aesthetic and idea, and definitely excited to see where this could go as it gets deeper. 

I loved everything  about this. When they announced the theme initially, I was wracking my brain for ways to make Jenga work, and you NAILED it. The level of polish and juice, the characterization of opponents, the narrative justification for the player going first - five stars across the board. 

I want to specifically shout out how good the tutorialization was! Unfortunately, the rock collecting mechanics were really frustrating; I wish I had been able to hold multiple rocks so that I could zero in on my target, but instead I would miss a shot, return to the crate, and then miss the next one. Still, rock-solid theming and a cute inversion of a classic gaming trope. 

Love to see a writing-heavy game! And as the tower kept rising, I was consistently surprised to see there was more to come.

This was cool! I definitely wish I could have gotten further, but enjoyed what I got to see. Like with most pixel hunts, I definitely wish it had been a little easier to tell what would be interactive without needing to mouse over looking for hot-spots. I did LOVE how the tower felt like it had a real internal geography, and I wasn't just going from puzzle room to puzzle room. The feeling of progression rooted in space really made the game come alive.

Fun! I got stuck at the Jousting Results - either there's something I'm missing about how to interact or I don't understand the puzzle 🤺🏳️

I really enjoyed playing this! I love the style and simplicity of the controls, although I found the turret moved a little too fast. I wish I had realized the satellites were bad news - I guess they're space junk? Anyway, with a little bit more tutorialization this could really be something!