Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Bean

23
Posts
6
Followers
139
Following
A member registered Mar 09, 2018 · View creator page →

Creator of

Recent community posts

WAAAAAAAAAAAALLEEEEEEEEE

This is a really cute game. I would love to play it when it’s finished :)

The aesthetics of this game are really wonderful. The colors, pixels, music, sfx, and even the idea of being a little robot trying to get off a planet in the middle of nowhere all come together to make a really cozy experience! The game really is kind of tough, too, despite being so simple. I don’t think it’s hard to complete, but one mustn’t waste any time gathering resources. It was a bit of a surprise, building the launch pad and flying away, only to land on another planet with no idea of what I had to do, though. Thankfully, I had enough carbon and silicon collected already and only needed antimatter to finally leave the system for real, with only about 30 seconds to spare, no less.

Great game overall, I’d love to play it again if you add more levels and such.

Great game! The idea of capturing other game elements as you have and throwing them around is one that I think has not been played with much. The puzzles were fun and difficult.

I think the rope pulls a little too strongly, but I really like the idea and I think with a little tweaking it could be very fun :)

This was a very clever game! I loved it!

I love this! It is really too hard, but I love it. It would be nice if the death screen animation were a tiny bit faster though.

What I mean is that moving the player dot off the screen causes the game to end. It would be nicer if movement off screen was prevented, or if maybe the screen wrapped around. I often would accidentally go off screen while trying to avoid a triangle, and the game would end unexpectedly. At the very least, the game should have something to warn the player that going off screen is game over.

There is a difference between gameplay that is unclear, and gameplay that is merely unknown. Learning things can be fun, but trying to learn through ambiguous, misleading experiences is not. Simply hiding the information your players need to understand the game will not make it more interesting. If anything, less.

(1 edit)

This was really clever! and reeeeeaaaally hard! I was very close to giving up, but I think that that is actually a good thing!

Using a touch or pen input would definitely help.

This game has groovy music and a lot of charm! I am sad that I’m unable to play it due to a bug. When on top of obstacles, any left or right movement will move me left, so I am unable to move past them. It seems that when sliding on obstacles, I can only move left. The problem also occurs on the floor before the drain, so half the time, I am unable to progress into the proper level, although the game will sometimes tell me “Good Job!” when I release down, as it would if I had entered the drain. Good luck, I really want to play this game if/when you can fix the bugs! It looks really cool, and I hope you don’t leave it alone after the game jam!

tested on Google Chromium (latest).

I think it is too easy to avoid getting hit. I notice that when you do get hit, the difficulty increases (movement patterns change, number of arrows increases, and speed increases). Maybe the difficulty could increase with time as well as (or maybe instead of) hits?

This is a really fun game!

I am really bad at this game!

:D

It seems like it could have an interesting idea. Visually, it reminds me of old flash puzzle/timing games. I would like to see where this goes. Keep working on it.

Some issues:

  • ending the game when going off screen is not a fun experience
  • the position the player has to be in for certain blocks to move or not move is unclear. It would be better if one knew where they had to go to get out of danger.
  • The effect of E was not really clear. The times when the player can press E are not really clear. The purpose of using E to stop the blocks in the 3rd level is not clear.

This game uses a really cool! Although it’s a little too hard for me 😅

This was really cool! It’s a very creative idea, capturing the enemies. My time was 17:17 and 100 deaths 💀

I didn’t even notice there was a score

Dang, yeah that’s a mistake! I’m glad to hear you would like to see a mobile game. I have been bouncing around the idea of making a mobile game as a platform for showcasing my music, and I’m looking forward to fixing the bugs and implementing some features, like new music, increasing difficulty, changing colors and styles… I’m excited to just play with what I can do with this really, and I’m planning to release it for android when it’s a little more polished.

Thanks for taking an interest :)

thank you :)

yep, that bug is definitely on the chopping block once the rating period is over!

thanks for the praise!

Yes, I think that improving the object spawning – or maybe it will be better to think of it as the safe path generation – will be a really necessary change going forward. At the moment, it just spawns a bunch of boxes of random size at random positions, and it’s entirely possible that it may create a configuration that has no escape routes.

First thing, I’ll have to clean up the code though. It’s a mess! 😅

thanks!

thank you!

thanks :)

collisions steal from your score, and the game only ends when your score goes negative, so if your score is high enough, you can survive a few collisions without dying. I found while testing that the game was just too hard to enjoy without any collisions. I am putting together a todo list for when the rating period is over for things to update. One thing I think I must definitely improve is the way the score is communicated. Right now, it is too difficult to know how lethal a collision will be while focusing on dodging. A second thing that is an absolute must is some function that pushes you out of a collision zone, because at the moment, while you are inside a box, you will continue to take damage, but the box will not be rendered, meaning the game will sometimes end in a state in which it looks like you are not colliding with anything, but in fact the collision zone is just not being drawn.

I think that's a record!