thanks!
CameronHowell
Creator of
Recent community posts
After a couple of playthroughs, it becomes very fun and my understanding of rooms adds so much to the experience! Great job!
- Only comment really is the UI having issues here and there, sometimes the background wouldn't show up, normal had a type sometimes, and where to click wasn't always clear. The other UI though is absolutely gorgeous!
This is the most ok I've been with a game being extremely hard. If it werent for the theme of frog tongue, I would have just been annoyed at the difficulty.
The one change I would make is to have a countdown before the duel, having it start out of nowhere and giving the enemy the upper hand with the first few hits was really saddening
Very fun rogue-like! As an isaac enjoyer it was cool to see the similarities and differences. I think you did a good job not ripping off the game you styled it after and adding some unique experiences.
I would absolutely love to see hit indicators. You blink red once if you get hit and same for enemies. Adds a lot of visual readability
Dig Dug + Asteroids? YES! ah so good. Definitely need to be able to hold down left click but I had so much fun with this! Also if you were to make one change (other than holding shoot). What if the enemies also inflated you, so if you get hit your ship upgrades, but it is now bigger and easier to hit. The after 3 hits you pop
really really cool idea! You could add so much to this very easily. personally the only thing I kinda hated was having to press enter every time to change modes. I dont think it is necessary. I would just have wasd switch to dino mode you no more editing can be done, then when the mouse clicks switch to edit mode.
I would like like to sing a very special praise to your game. I am an avid enjoyed of "Directionless" puzzle games. This had a similar feeling to the witness in a way. The first moment I scaled a box up and saw a walkway was such a great explorative feeling! There is a lot that could be improved upon, but as an idea and simple execution I think you did great.
- Wonderful job leveraging what I'm assuming is your preferred art style to have 2D assets in a 3D world. I would like to see some more definition to objects you can scale, even if it is subtle.
- Knowing when an object is selected would be great. I would have just looked up a quick outline tutorial and added that when selecting an object.
- Having the object magically follow you was a bit weird. I would have preferred to push the objects at any time if they are small enough.
- Hard to nail down in a time constraint but having a specific puzzle mechanic hidden around the map would be good. Going back to the witness, the core mechanic is hidden around the entire map and there is nowhere you can really go without having a puzzle there. That adds a lot to be able to have a puzzle game without direction