I love this concept, and it's a great use of the secondary theme. I ended up with 168 points (7th place); I think I lost points on the last day :p. I found the controls a bit awkward, especially with no visual or audio indication that you've entered pull/push mode on an item. This made it a bit tedious, and made me focus on just finishing rather than really doing the best placements I could. But it still worked well, and I particularly liked the way you had to rotate things to get them through doors etc. Great work!
benbarsdell
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Really nice graphics, audio, and gameplay concept. I struggled with the controls too, but eventually got used to them. I found the platforming to be a bit frustrating, lacking coyote time, bumping my head, and sliding off small platforms. But I like the concept of having to choose what to keep in your inventory and how to pack it, and the overall setting is really cute. Nice work!
Amazing game. I found the first level quite hard, but the second one seemed much more forgiving. I didn't manage to kill the boss; I took out the 4 white shapes, but wasn't sure what to do next and then died (tried it twice). The secondary theme could maybe have been stronger, but hard to fault otherwise! Excellent work.
There's a lot in this game, I like the concept. The art and music are great; some sound effects for interactions etc. would be a welcome addition. The gameplay loop is solid, but I found the individual activities to be a little dry, often consisting mostly of menu navigation. I wasn't sure of the purpose of moving the furniture around, but it's cool that you can do it. And you can't beat the GB soul of this. Nice work overall!
Amazing amount of effort put into this. Great visuals and audio. Like others, I found the menus slightly frustrating. The progression did also feel a bit slow; I expected to feel "powerful", but never really did (admittedly I don't have much experience with this type of game). It also wasn't obvious what impact the upgrade tree was having on the gameplay (I bought a bunch of upgrades but didn't really "feel" them). I played for quite a while though and unlocked all of the top row of weapons. Really nice work!
I love the chattering teeth character in this. It took me a while to work things out (and many failed attempts at jumping over the first gap; it was a bit hard to tell where the edge was, and there doesn't seem to be any coyote time), but I got to the "end". Nice graphics and audio, and I appreciate the full options menu. Good work!
Great audio and use of the palette in this. Solid gameplay too, though I found it a bit too hard overall (the second level took me about 15 tries; I really suck at aiming :p. I ended up giving up on the 4th level). I'd prefer if the hitboxes were a little more forgiving (larger on the mailboxes and smaller on the enemy ships). Great concept and overall execution though. Nice work!
Cute art and solid music in this. I found the font hard to read, which made it difficult to work things out, but I got it eventually. I also found myself wishing I could move diagonally, especially when fending off attackers, but the mechanics still work well. The atmosphere is great (even when it runs out :) ). Good work!
Some nice concepts in this; I particularly like the shrinking mechanic. The character felt difficult to control at times, and I couldn't work out level 4. Sometimes I didn't seem to be able to jump high enough? The graphics are interesting; the pixelating effect is unique but a little off-putting. Solid music and effects though. Nice work!
Great music and amazing visuals in this, plus a brilliant quirky concept. I love the parallax on the stars. Running and jumping is also a great way to learn how getting into orbit works. It's very difficult to navigate, perhaps a map would be nice, but the mystery of not knowing when you'll land it fun too. I accidentally jumped out of my ship in deep space one time; I guess it's a good thing radishes don't need to breath oxygen :). Great work!
This is an amazing and ambitious game, but it's really hard to know how to play. It took me a long time to work out that you have to build a road starting from the arrow tile first. Then I kept running out of gold before I realized you have to build a market to earn gold before building more stuff. Then I played for a while before realizing I was in the build menu the whole time (space) and had missed all the stuff in the main menu (which itself is hidden behind a little arrow). There's also no indication of whether you can build something or why you can't, or what you need to build (e.g., when food is low, build farms). A lot of these problems are likely due to the tiny resolution (which is why it's such an ambitious game!). Also, is there a win condition? I filled a fair bit of the map and everything seemed good (happiness 100, low crime etc.) but I wasn't sure if there is an ending. Overall great work though, I enjoyed it once I worked everything out, and the graphics and music are really nice (note that the music stopped playing after a while).
A great little game with well thought-out mechanics. I got to level 3 and then made a silly mistake and died. I didn't realize there were multiple levels at first; I think I'd prefer each level to be just slightly shorter. I also found that I expected to break blocks _and_ move when I pressed left/right, instead of having to break them and then move in two actions, but I probably just need more practise :). Cute graphics and audio. Nice work!
This is a fun little survivor game. I found the attack rate to be very slow even after several upgrades; most of the time I was just dashing around to run away from the horde. The timer also seems to run slower than real time (and maybe even gets slower over time?). The graphics are simple but clean, and mostly authentic. Nice work!
Thanks for the feedback! A couple of hints for the passcode levels:
- First passcode level: brute force.
- Second passcode level: do a Google search for what the two hint disks tell you.
- Third passcode level: this is a tricky level, but basically use a combination of brute force and what the hint disks say.
- Note that you should never need to brute force more than one digit of a passcode.
> But then, I met a bug - in the level on the picture, the PgUp key didn't work and the PgDn returned me to the previous level. Please, could you help me? What's the passcode on the door that I'm standing in front of?
SPOILER: It's not a bug, and you don't need to know the passcode to that door :). Use the yellow/illuminated area as a guide to see where you can walk to.
This is a neat concept, but I found it hard to understand. I didn't realize at first that you had to switch between the two games continuously to avoid getting hacked. The games themselves are kind of fun, though the unhacking game got a bit frustrating when it took a long time for a matching pair to show up. The graphics are simple but clean, and the music is nice. Good work!
Interesting game. The gameplay is very slow; waiting to fall down is a bit tedious (I ended up turning upside down and accelerating towards the ground to speed it up). I got up to level 7 but didn't seem to get many upgrades (I think I only got a passenger upgrade). The game resolution seems to be mixed, not just 64x64. But it's a nice idea for a roguelike. Good work!
Nice atmosphere in this. It could use some instructions, though it wasn't too hard to work out. I found it difficult to see where I could/couldn't go (kept running into invisible walls) and it's not obvious where the hitboxes are which made it quite difficult; I got stuck on the 6th level. I like the concept and the use of shadows though. Good work!
I really like the aesthetic in this. I had a bit of trouble understanding what was happening, and accidentally failed a bunch of times; it would really help if you could see your current stats (particularly favor) at the same time as the contract screen. Also sometimes there is downtime between contracts where it's unclear what's happening or how long you need to wait. I got up to 9 ships but it seemed like quite a grind to get to 100. A nice concept though, and I like the contract descriptions. Nice work!
This really needs instructions for how to play, but I eventually worked out that you have to press 1 and then click on the screen (and space when it freezes as noted below). It's fun to play, but I couldn't get very far, only about 4-5 skill points. The music is great though and the visuals have a strong style. Nice work!
Very interesting concept. I found it a bit difficult to understand (initially how to use the reverser, and later what the different blocks were and how to quickly switch them), and the controls seemed to be a bit buggy (unless I was just misunderstanding something), but I got through the first few levels. Great use of the theme, and I liked the music. Good work!