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Chris Anderson

13
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1
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A member registered May 07, 2020 · View creator page →

Creator of

Recent community posts

I like the look and the sound. I feel kinda dumb though cause I can't solve the first puzzle at all.

Thank you. Totally agree with the cords clipping. 

I initially wanted to make the cords constrain enemy movement too and make that important to the game. Then they would be RigidBody2Ds and would wrap around walls. I sunk a good deal of time into that but it turned out to be beyond my level of understanding. My failed experiments are still in the source code, embarassingly.

Thank you. I agree with the feedback here to. I had bigger plans but time was short. I learned a lot about scaling my expectations and time management, to say the least .:)

Thank you for your feedback. I  agree with it very much.

Neat aesthetic and a different approach to two button platforming than other entries. The theme of the mundane and spirit world and being unable to go back complement each other surprisingly well.

I did have some weird bugs or maybe I didn't understand the game thoroughly where a character would stand in air. Maybe they can be supported by the spiritlink? It wasn't clear to me.

Real fun. Playable with one button! :D 

I played through all of normal. Bullet time feeling is real dynamic and the loss state has the meatboy moreness where you just keep going playing.

Impressive little puzzle game and the difficulty curve is quite nice. First couple of levels introduced mechanics great.

Neat little game and a unique idea to do the two button challenge.

So much intensity with two buttons. The railroad theme definitely intensifies the urgency as the pace quickens. 

Relaxing two button game. Art and graphics together reminds me of old Roberta Williams games a bit.  Whimsical.

Fun stuff. Played it a bit more than I expected. There's only 2 levels right? When the combat loop was really going, it was quite engaging. Especially when I was running out of block and planning my escape to heal. The down side ended up being that usually I just dodge or kill them quick instead of using strategic blocking - but that could be tuned up nice.

Other little things: Clicking to shoot when mouse doesn't aim was kinda counter intuitive (Gamepad is probably the way to play). Also, the fact that you can't shoot diagonal when still but can shoot in the cardinal directions while standing still was a bit counter intuitive (although I see that telegraphing stationary facing would mean producing twice as much player art).

Good job.

The theme is great. l found the platforming quite difficult though, but maybe I just need to gitgud?

Nice. I like the format of finding objects and then having to connect them to the narrative. Has potential.