Its a neat idea! Its not very difficult but it definitely works to showcase an interesting game mechanic that has potential. I struggled a bit to combo the dash and crouch for the slide lol, but otherwise I found it to be enjoyable
BlueAxolotl
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I love the graphics since everything looks colorful; spiky david looks like hes plotting 24/7
Definitely a challenge to fully complete, but I enjoyed it nonetheless! The music is pretty good too! I imagine years from now the Spiky Harold fanbase will suddenly explode because of a random youtube video.
I love the execution! It's a short but enjoyable game. I'm surprised you found time to add in a tutorial for the game, it makes it feel professional! The little window that pops up telling you that you can't do an action currently does feel a little slow, but otherwise this is very polished! Good work!
The idea is very interesting, but I found the gameplay to be a bit confusing. It was very difficult trying to hinder the caravan since almost every card came with a benefit for the caravan. The instructions are also partially hidden underneath the map. Good idea though, and I hope to see it more polished in the future.
The art, music, and gameplay is amazing! This is probably the most fun I've had with a game jam game! I play a ton of Touhou games, so I adore how similar it is to those games and bullet hells. The powerups are fun to mess around with to try to get more points, and I honestly wished there would be a lot more! You made it by yourself too? That's crazy! Despite the idea deriving from existing tropes and a genre, I hope it see more of it, because the presentation is on point!
I like the graphics a lot! I also liked destroying the ships to fend them off from the icebergs! A nice looping music track would further add to the atmosphere and the great sfx, as well as a menu screen where you can see all your previous scores. It does feel easy in the first few levels where you can spam icebergs to defend, so I'd work on how to make it more engaging. Overall though, a great game!
The art and music is wonderful! I feel like the glowing platforms could be refined and further expanded upon in more complex levels that utilize each of their capabilities. For example, maybe have the falling platform be something you have to jump on to reach the end at the bottom. Good game though!
Cool artwork, but it also made it hard to distinct what was in the background and what I could land on. The water reflections are a nice touch though! The mechanics are challenging but interesting, and I wonder how you could implement more maps into the game for some base level variety. You could expand and polish this game in a lot of cool ways; I hope to see more in the future!
The gameplay is pretty good, and I think my favorite part is the music! The special attacks weren't that helpful since the all out spin attack leaves you stationary and vulnerable to attacks while not guaranteeing a hit on the soldiers, the fireball's hitbox only attacking one soldier most of the time, and the AOE explosion didn't kill all of the soldiers most of the time either. I can see the game becoming more enjoyable with some experimentation of special attack properties and different types of enemies to defend against.
I love the low poly ps1 era graphics, they really fit Slenderman! I wish there was a little more variety in the humans though, and maybe their death sfx volume could be lowered a bit. There's also a note tucked between two trees that makes it a bit difficult to quickly rewrite. Other than those criticisms, I really liked this game. The aforementioned graphics set it apart from everything else I've seen submitted, the material used for the twist is refreshing, and what I think really ties it all together for me:
The little animation of Slenderman writing a new note on a notepad. It's just really funny to me. Maybe add a subtle sigh whenever he has to do it lol!
Great game!
Despite the many bugs I encountered in my playthrough, namely the retry button on the game over screen not working sometimes and getting fired out of seemingly nowhere, I enjoyed the art and charm of this game. The dialogue is pretty funny and the visuals are pleasant to look at. The sound is quite loud at a low volume, so maybe that could be lowered a little, but this game seems very promising!
Fun short game that makes you switch between platforms a lot, mainly just the ground tile and the jumpboard. The fan wasn't that useful since I found you could use either the ground tile or jumpboard to achieve the same effect. Also, the hitboxes for the level selection extend way past the button images, so I accidentally clicked on level 4 when I meant to do 2. This game was ultimately fun though, and I hope there will be more platforms and levels to try out in the future!
The mechanics are interesting and allow room for creativity in most levels! I also love the artwork and how the music speeds up during fast forward mode! I really hope there will be more added in the future, because this is a very polished and charming project! Good work to all of you who helped create this game!
The art is so good and really fits the macabre theme, gives me Don't Starve vibes! The gameplay leaves a lot to be desired though. You can very easily go past the required 15 kills because at most you'll need to deal 2 swings of damage before getting a kill, and there's no real danger since you get a generous amount of HP and you have to go out of your way to die to the rams. I feel like this game could work great as a high-score beat 'em up where you can pull off cool kill moves and fend off against threatening enemies like farmers or animal control members. I love the twist on the theme, and hope to see more in the future from you two!
I feel like the money mechanic could be fleshed out more and the health bar can be reworked or just completely removed. Enemies deal damage too quickly which can be frustrating since you need to kill them to not die. The flying enemy would also get stuck in the walls/ground sometimes too. The camera often hides the ground enemy which was frustrating since I was at low health and couldn't anticipate it coming which lead to me dying and having to restart from the beginning. I see potential in this project, but it needs some more polish to properly function.
The idea is cool but the mechanics feel awkward in some levels. You have to go through all your bullets for the chance that your bullet will land on the enemy you want/at all, and said enemies have no weight to them, meaning it's very easy to push an enemy you were setting up to posses again into spikes accidentally. Also the double jump doesn't work for me most of the time. I like the idea, but the gameplay leaves a lot to be desired.
(It deleted my comment because of connection issues but whatever)
This game is so good! I love the art, progressively harder gameplay, and multiple music tracks! It was a bit strange to freely move around the grid map while almost everything else was locked to rigid movement, so I wonder how the game would play if you were locked to the same grid as the snake. This is a fun game regardless though!
For a game made in 48 hours, this has a surprisingly strong sense of direction! The artstyle is unique and plays into the game mechanics (even the UI too, the ammo and ying-yang hp is a nice touch!). I was constantly switching between sides to collect ammo while dodging bullets on the light side, and defending the ying-yang ball on the dark side. I guess the skill tree gems could be a little more common since I wasn't able to upgrade to anything when I played, but the base game is still strong without it! Good job to all of you!
Like the previous commenter said, I like the idea of trying to not input the negative options, but the bugs were hard to ignore, especially the one that traps you into houses with no teleporter out. I also saw the image of him laying outside of a bed, and at the same time the player started to move uncontrollably and I had to exit the game to reset it. I really want to see this game succeed, and I feel like some more playtesting and bug fixing would go a long way.