In the year 20XX I was too busy playing Teleco, like the rest of the world
AttaBoy
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Really great central mechanic, I think that's a strong foundation for a platformer. I especially enjoyed the part near the end of level one where you had to throw it down and it had to bounce like 5+ times to reach the next section. It was very fun to watch it hit all these bounces I didn't even know were there. My biggest suggestion would be to let the player throw while jumping, and to let them teleport while it's still flying—I think these would really open up the scythe throw to being a satisyfing movement mechanic more than just a puzzle one.
Played until I got softlocked by teleporting into a section with bounces on every surface, but had a lot of fun until then!
Really fun game, lets me live out my fantasy of infiltrating a major league baseball game as a streaker but being so good at the game that they have to let me play while the crowd pelts me with hotdogs. Art and sound design are all great, and it feels nice to upgrade and get perfect hits. Excellent work!
Alright team, I know that the screenshots show a city with 1700 people, and that our city has 12. Yes, I know only 6 of you still have mining jobs after our heavy military recruitment drive. But I believe it is precisely this tightknit bond that will allow us to stop the horrific entity approaching from the horizon.
[𝗘𝗱𝗶𝘁𝗼𝗿'𝘀 𝗻𝗼𝘁𝗲: 𝗧𝗵𝗲𝘆 𝗱𝗶𝗱 𝗻𝗼𝘁 𝘀𝘁𝗼𝗽 𝘁𝗵𝗲 𝗵𝗼𝗿𝗿𝗶𝗳𝗶𝗰 𝗲𝗻𝘁𝗶𝘁𝘆 𝗮𝗽𝗽𝗿𝗼𝗮𝗰𝗵𝗶𝗻𝗴 𝗳𝗿𝗼𝗺 𝘁𝗵𝗲 𝗵𝗼𝗿𝗶𝘇𝗼𝗻]
Very fun game.
The polish on this game is fantastic! Soundtrack, character art, FX, overworld, all of it makes for a really complete experience. Really like the interpretation of the theme here too, very cool and unique take. My main critique is that I found it pretty frustrating to have to respawn every time I accidentally splash damaged a red guy while he hopped erratically, especially when I'd then have to wait for platforms align again. But I did find the direct hit rizzing effect very satisfying. Overall this was a great entry, nice work!
Gorgeous, gorgeous artstyle. I really liked the mix of bullethell/undertale survival with deckbuilding, made me way more interested in the combat than RNG dice rolls would have. My only note is that I never lost an encounter, so power never really mattered to me. I would definitely play more of this with more enemies and card variety (especially if those could start to affect the bullethell gameplay), but overall really nice work!
Fun game with a good minimalist style. I was stuck at level 5 for a bit, but it quickly became my favorite as I started trimming more and more distance off my path. Definitely preferred something like that, with lots of different path options, to the gauntlet types that were a bunch of difficult shots in a row (I had to give up on Level 7). I also like the commitment to the theme, especially the frowney omegas on the ohms. Nice job!
Really striking visuals, especially with the scanner mechanic. I liked that chromatic aberration was the health indicator, it made it very tense to not know exactly how much power you had left. Took me a while to realize that you're really supposed to drift as much as possible with no input to conserve energy—probably should have realized sooner given the name of the game lol. Also never felt like I quite had a hang on how memory worked or affected my power level, but that didn't hamper my enjoyment. Great job!
Very simple little game, but pretty fun. I wish the tagger were a little faster so you'd have to outsmart his pathing a little more. I thought I'd found a cheese strat by hiding above him on one of the stairs while he tried to jump up from below, but it turned out you only get points while moving. I thought was a nice touch (until he leapt clean through the stairs and got me haha)