Love this idea, very katamari-esque! Keep an eye out I plan to make more games soon and remake some of my older games like this one! I appreciate the support and interest :)
avak
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You should be able to double click the zip file to extract and there will be another file that opens containing the game or you will need to use archive utility to extract the zip file. I am not home right now but I will test it myself later. I am also planning to remake this game in the future so keep an eye out for updates!
Unfortunately, I was only able to play this single person, however, I was still able to get the feel of the mechanics.
I think that the different abilities that the players have are pretty interesting, though I can't fully test them out without multiple players. I think the co-op speed boost is good and keeps players from splitting up, but I wonder if there could be an emerging strategy for splitting up, I would be curious to see that tested with playtesting. Though you would need to make changes to the camera setup. There could be another element that rewards the players for strategically splitting up. The UI for the monster's abilities is a bit confusing but the tutorial is very well done and walks the players through the controls well.
I was able to playtest an early version of this game and I think that everything that has been implemented is well done and gives the player a nice set of options. When I playtested the monster only had the phase through walls, I like the addition of another ability that can be swapped. The use of the middle mouse to scroll between the different abilities is intuitive and works well considering the limited inputs for multiplayer.
I really enjoy the overall aesthetics of the game. I think that the combination of the 2D sprites with the 3D environment is very cohesive and reads well. The lighting and particle effects add a lot to the gameplay and they gave me nostalgia for in-person games like laser tag, and the environment assets reminded me of playing manhunt. The dark mood overall is a good decision and makes sense with the hide and seek theme.
I can't make much of a statement on the multiplayer balancing, but I will say that as a player I think I would enjoy playing as either the employees or the monster.
I am very impressed with this multiplayer game. I was able to playtest an early version that had only some basic UI and mechanics with placeholder sprites. The end result is very strong and well rounded. The mechanics seem to be well balanced though I would have to take some time to test different scenarios it allows for different player decisions. I think with a system as complex as this you could tweak the player movement or player options to fix any balancing issues should they arise. Overall the style and art are very cohesive and the atmosphere reflects this eerie hide-and-seek player interaction.
I was able to playtest an early version of this game and it is nice to see how it has changed. I think that the art and sound design are really lovely and wholesome. The mechanic of using the light as a moveable platform is very clever and a unique idea for a platformer. I enjoyed the progression, though I did get stuck at the second level. I wasn't sure where to go to progress, however this could have been something simple that I missed.One thing that could be adjusted is having to wait for the last platform you made to de-spawn so you can make the next one. This wasn't too annoying but if I was at a point where I kept falling then I would want to go through the platforming quicker to regain progress. Overall, I think this game is very sweet and leaves the player with a very enjoyable experience!
This game is very well done and could easily be ready to be played as a mobile app. The enemy AI is well executed and the ability for enemies to use ladders is a nice touch! I think the difficulty is a bit high for the end level but I think that this could add to the game's replay-ability. There were issues with the UI but it seems that it will be addressed. I think the game could benefit from a change in the ways that each level looked, using different environment assets could indicate a change in difficulty and add to the narrative.
This game is very well done and polished! The mechanics are well thought out and add to the narrative of the story. The art and style of the game is very beautiful and the shading looks great! I did find it to be difficult, however I can see how it would be easier for players to replay once they have beaten it. I think you could easily fix this by messing with the length of levels or more levels. The multiplayer concept is strong and I think the addition of the dog is effective and goes well with the narrative. Overall this game is strong in its gameplay and aesthetics.
I would not think of a horror game for a shoot em' up, however this works really well and adds to the frustration and fear you feel when you are surrounded by multiple enemies. The atmosphere is what really stands out about this game and the two animations in the beginning made me jump every time! The animations are very creepy and add to the player's fear as more enemies crawl in. I would say the game difficulty could use some adjusting because I couldn't finish the game. I think the level changes are good and the pixel backgrounds are simple and look clean. To keep the player on edge you could add different enemies or a different attack style to keep surprising the player even if they have to keep replaying to pass a level.
This game has a very clean and well designed style that makes it fun and exciting to play. I think the use of the bulls to provide the challenge for the player is a smart way to add walls for the player to avoid. The style and story is very clever and I like the humor of the game. I did find it to be a bit difficult, however I think that this adds more playability and asks the player to spend more time to master it. Overall I think this game is very well done and the UI really helps it look professional.
I think the art style here is very strong and adds a lot to the atmosphere. I think that the basic platforming works well and the game is overall interesting to play. I would like to see more space for the player to explore and maybe more collectables. The sound design also works well and sets the mood for the game. The crawling is a nice addition and makes sense with the narrative of the game and gives the player more options to engage with the terrain.
I was able to play an early version of this game and it's interesting to see how the development has progressed. When I had first play-tested the game the art of the game was much more abstract and conceptual. I think that with this version, the story is clearer due to the details added to the background and the characters. I think that the game mechanics being used to help show the narrative is very clever! I think you could add more elements to help make the narrative more clear. The feeling created by the second character is very unique and reminds me of the burden felt during escort missions. I think the atmosphere of this game and the concept are very strong and if you choose to add to this game in the future, then adding to the narrative would elevate it.
This game is very cute and has an interesting story / level progression for being a smaller game. The pixel art is clean and well done. I would suggest more details to the background because I want to see more of this pixel art style but either way the level designs are very good. Most platformers tend to keep the same look or style for the different levels but I like how it changes to the astronaut using a parachute to fall. I would suggest adjusting the camera's position so that the player is more centered, but other than that this is very nice work!
I enjoyed this game and especially its art! The concept and character are very cute and add to the experience. I think the short dialogue adds to the narrative and helps the player know their objective. I couldn't get past stage 2, so maybe the difficulty could be adjusted but I think it also allows for a good amount of difficulty for the player to keep playing and beat a past score. The art and UI throughout the game is very cohesive and well done! Overall this game feels well put together and well rounded, I would suggest some edits to the difficulty progression, but everyone's play styles are different so it could just be a personal caveat.
I enjoyed playing this game and found the art style and theme to be very charming and eerie! I think anyone who has had to study under pressure can relate to the feeling of having to deal with distractions. I think this game cleverly expands on this with the threat of being possessed, and the narrative sets the natural progression for the levels well. The sound and art design are strong between the different levels. I found the gameplay to be a bit difficult and the size of the "player" does make the space feel a little cramped. The levels get progressively harder and it took me 3 tries to win the game. At first I moved around a lot and turned to shoot "enemies", however this strategy didn't help me when I felt overwhelmed in the later levels. After losing the game twice I decided to stay in one place and just focus on spinning and shooting the "enemies" and this strategy helped me to win the game.
I enjoyed the difficulty and puzzle mechanics of the game, it stayed interesting and I felt accomplished after solving each puzzle and beating the levels. I overall really enjoyed the game and think that it is very well fleshed out, however, I would like to see a bit of lore added to maybe the beginning of the game or before each level, so I know why The character is there and what the goal is. I stopped playing at level 4 because I could not figure out how to solve the puzzle but I left with the feeling of wanting to go back and finish the game when I have more time. I noticed that the blocks you can interact with, look a little dark depending on the monitor, so I think it would be beneficial to choose a color that has a stronger contrast to the background. I noticed late in the game, that the distance you stand from a block changes how far you can push it, I think a note to the player could avoid a lot of frustration that the player has from dying by getting to close the spikes before they realize this.