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BossChamber
Creator of
Recent community posts
I loved the intro cinematic! I think the game is solid - I really enjoyed how you slowly introduced new mechanics as the levels progressed. My favorite was the navy blue wall-type with the stacked green baddies behind it!
something a lot of platformer games do is let you jump higher the longer you hold down the jump key - this gives the player a little bit of dynamic control-> tap to hop, hold to do a higher jump.
My only other note is that when jumping between the tall Pink baddies (sometime in the 1800s I think), it would be nice to be able to see them better (and maybe make them wider). it's sort of a leap of faith as implemented.
Thanks for making this game, it has a TON of character.
-KPD
The sound adds a lot to this. I really enjoyed running across the map and then turning around to see bits of the world slowly falling into place, I think you've captured something very relaxing & satisfying with that.
The moo made me laugh, was not expecting that.
I wish the player character had a bit more life to it (seems to be an oddly angled cube?), but otherwise its a very zen little experience.
Thanks for sharing!
-KPD
I love the deckbuildiness of it! Also really dig the gradient waves in the upper part of the screen during gameplay.
I felt like the UI could use a touch of iconography to indicate what each number means, though anyone whose played one of these style games will pick it up reasonably quick.
I hope you expand on it!
-KPD
ah this was so fun (and funny!) `Moths with Kalashnikovs` made me laugh. I played with a mouse on PC so I think the balance was not in my favor, BUT I really appreciated the graying out of the parts of the existing web that would shrink as your new web grew. That was a smart touch.
Thanks for submitting this, its lots of fun.
-KPD
Thought the bouncy pad was super neat! Also liked that there was a second player with a different dodge animation after I died. I ran from fleas for a while (used the bounce pad to jump right into their yard) before they finally overcame me, so I would have appreciated an easier way to get some space between the player and the baddies.
I played on WebGL - wouldn't have minded an `invert y` button or some sensitivity control over the mouse, but I know that's a pain to do.
Thanks for making this!
-KPD