Reminds me of old school tohou games. Although it's difficult, that's the point of these games. I like the genre and I think this was a fun addition to it. Good application of the theme by applying it to enemy abilities! I liked the interpretation. Good job!
Lee Green
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Woah! I have a couple of comments for you. 1. This game has so much potential, and I get the inspiration, the style, design, you've nailed a lot of this work. 2. The gameplay is a tad painful, which can be a good thing if intended! I find the speed of the character to be so refreshing, but then absolutely hindered by how long the attack animations take. Maybe it's a "get good" moment for me. Because of my animation limitations, the golem fight was a bit too difficult. Having said all of that, this is a game that is at a minimum worth playing.
Fun platformer. I agree with some of the below, I wanted more from the lantern specifically since it is a solid element for you. I don't think you intended for people to ever go back left again, because when I did, the camera never followed me. The instructions at the beginning also said to go left but there's nothing there and the whole game is to the right lol not a big deal though.
Fun for those willing to explore oddly enough. I couldn't get into the barracks on the second canon but I did force myself into the barracks on the third canon. Not that there was a reason to do so, it was just, it was there so I had to try. I think I got all the cubes on the third cannon, but I couldn't turn it to shoot myself up to the tower :( If the post below is accurate then I just couldn't find the right angle to select to box on.
Elevators do go up, indeed! What an interesting time in the elevator I had. Well done on keeping players on their toes. Quirkiness aside, I felt like some aspect could've been streamlined on what a general path / playthrough should look like. Or perhaps that's just me asking for too much hand holding? All the same, good job!
Great platformer! Elevating by shooting backwards was great tie in for the theme and physically makes a lot of sense. Although I still died plenty, for some reason, I wanted the difficulty to be along the lines of "if you hit spikes, you need to recollect the bananas" which maybe would've made it too hard, perhaps I'm crazy. All the same, great game!
Fun tower defense game! I like how you can visually plan and optimize for the angle that enemies are coming in from. I would like if the assets for the planning phase were a little more spread out and less jumbled onto each other; I'd have to move a couple around to see what I have to start with. Past that, great job!
It's not just a climber - and it's not just about spamming that click to keep going. About halfway through you really do need to time the grapple which is great on the gameplay. I liked that it's not as hard as other frustration climbing games, and there were plenty of good elements to dodge / try to use to your advantage. Nicely made!
Wall hops are indeed satisfying. The trial and error in these high frustration games is indeed not for everyone, but there's something about them that doesn't match up with other types of games. The slick landings are maybe a tad too difficult to control, but that's the point of getting good. Well done.
Interesting switch up on a bullet hell game. The flying around is pretty fun and the cooldown (although short) makes you think twice before just throwing yourself into a swarm. The "elevate" here is a bit of a stretch for me, but honestly, I wasn't thinking too much about that as I wooshed around the map. Well done!
An interesting combination of Sonic and Jump King - very challenging yet rewarding when you hit that jump that you continuously fail. The physics felt a little punishing at times, even after I felt like I had a handle on the speed increases. I do like the added element of player input adjusting the field in order to make or clear a certain jump. It opens up possibilities.