Yes oddly enough I found it relaxing haha!
Cedar Street
Creator of
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Really really good game! I played for a lot longer than I expected, very polished and well made, congratulations. The only thing that made me get a bit annoyed was how frequently the leprechauns were showing up, maybe I was also bad at the game but it became a bit of a hassle to fight them after a while, maybe the fighting could’ve been more fun. But overall a nice experience, well polished and fun!
This game excited me and I think it has really great potential! I love the concept and the characters. The little dragon being our jetpack adds a lot of cuteness and quirkiness to the game, and makes it unique. One of the things I loved the most about this game was the SFX and music, the SFX that plays when you click play really adds some charm to the game, and honestly the music kept me playing for longer than I expected! I also really appreciate that you put a mouse sensitivity option, being able to adjust that is incredibly important. I feel like one thing the game is lacking is a faster pace. I can imagine this game being a lot more fun if we jumped from one obstacle to the other really fast. Another thing could be adding a bit of chaos, maybe some obstacles are not grabbable, or some of them allow you to boost yourself even more! I think if the gameplay aka the grabbing and boosting mechanic was A LOT smoother, and if it was fast paced, this game could be incredible. Well done!
I really liked the protecting the carriage idea for a game like this. The game has potential to be pretty fun if you added some unique mechanics. Maybe the path the carriage is taking has some importance, or the carriage breaks down and needs to be fixed every now and then. Maybe instead of scoring the player by how many seconds they managed to survive, the score could be the distance the carriage has managed to go. I think building the game more around protecting a MOVING carriage instead of the gameplay being basically the same as just defending a tower could be unique.
Pretty classic shooter game with nice visuals. I can see this game being really fun with random upgrades, maybe even random debuffs, something unique that would set it apart from just any shooter game, something that fits the theme of “nothing can go wrong” and potentially make it more chaotic. I will also admit that I thought I accidentally muted the game before I realized there was actually no SFX or music, those could add a lot to the game, but I fully understand the time constraints. Overall well polished game!
I see that this is your first game, at least on here. For a first game it has a lot of potential. The horror point and click vibes are pretty spot on, I especially really enjoyed the little random events like hearing glass shatter in the distance, or the generator switching off randomly, really adds to the scary atmosphere. The one big issue I had was the mouse sensitivity while looking around. The sensitivity was so high that it made it really challenging to find my way and it especially made interacting with objects a big hassle. Overall a good effort!
It was a really creative concept and I actually played for a LONG time! The “slot vanishing” mechanic was the highlight of the show if you ask me!
Sorry to hear that you didn’t have time to polish but you should never beat yourself up and more importantly, NEVER SELL YOURSELF SHORT! Even though the graphics were very simple and there’s no sound etc. I actually had a really, REALLY great time playing the game!
In other words, looks don’t matter if the substance is dull. Good job and good luck!
I really liked the idea of shooting each time you move a grid and I actually had a lot of fun spamming the arrow keys for “machine gun mode” haha! I couldn’t really grasp what the random “cards” that we open in the beginning really do, though. Also, as others pointed out, making the player AND the enemies move with each key press would make it more fun and challenging in my opinion.
Good job!
Very cool idea that can be greatly expanded upon! Managing your ammo to change your speed AND interact with various “scale pads” depending on your weight could be a great mechanic! The pads can offer buffs/debuffs depending on your weight and you can choose to step on them to try your luck. You could also make it so that the player could collect additional stones in order to increase their weight if necessary.
There can also be a mechanic where you “pay” with ammo to open certain chests that give you different power ups etc. and instead of collecting additional ammo, maybe the ammo can regenerate slowly in time.
Good luck!
A Pico-8 game in the wild, nice! The game was very fun and has a cute art style, and you did a great job in a very limited time.
My only constructive feedback would be to change the sprites of the “hazardous” collectibles. The skull is alright (duh) but the banana really got me confused because you would associate a delicious fruit with something “positive”, not something that removes your HP. With the fast-paced gameplay in play, I kept grabbing bananas because I subconsciously thought they were “good” pickups.
Changing the sprites so that they reflect what they “do” better would be my suggestion like a banana PEEL instead of a full banana for example.
Overall, good job!
It’s a cool idea with a fitting theme! My two cents:
- As a person with lots of experience in rhythm games, I couldn’t really sense the leftmost and the middle band members’ “attacks” really syncing with the music, the rightmost one played the main melody and it was fun to dodge, but I struggled a little bit with the other two so I tried to stay on the right side most of the time.
- This is a really quick fix; the jump “animation” could be a lot faster, if that makes sense. You would want the player to feel the “snappy” movement with the jumps as well, because right now it is sort of difficult to jump multiple times in sequence.
I loved the art style and the music by the way! Good job!
Extremely polished game with a mechanic similar to ours! The debuffs were pretty clever and very fitting to the robot main character. I especially LOVED the “input delay” and “gun malfunction” debuffs, I don’t think I’ve seen those mechanics anywhere else, ESPECIALLY the input delay which was super annoying but super fun at the same time!
I played the game for way longer than expected, and that should be telling you something!
The voice acting was also spot-on! Good job in everything!
Very fun game! I REALLY liked the rotating turret, which in my mind was the main gameplay mechanic! The ship was indeed hard to control haha!
I wanted to ask if making the spaceship thrust with Spacebar was intentional, because the WASD controls don’t really “rotate” the ship (unlike Asteroids for example) but instead they align the ship towards the pressed direction. Therefore, the inclusion of Spacebar felt somewhat “redundant” to me and I think THAT is what makes the ship hard to control. If you ask me, you can either a) make the ship move like in Asteroids or b) get rid of the Spacebar function entirely and just make the ship move with WASD.
Congratulations!
Extremely polished game with a very simple, yet fun mechanic! The ONLY SINGLE thing that bothered me was the long cooldown between shots (maybe it was intentional) and the speed of the bullet projectile. Not that it makes the game harder or frustrating or anything, but I think it would greatly improve “juice” if you were to make a higher fire rate and a faster travelling bullet. To balance things, you can increase the enemies’ HPs!
Congratulations!
I love puzzle platformers! If polished, this can become a really fun little game! Some constructive feedback:
- Take it from a “platformer” guy; PLEASE include the arrow keys to move along with A/D!
- You can just make the player automatically grab the keycard when we walk into it instead of pressing E, since there’s really no reason NOT to grab it.
- Visuals can be improved, but you had only one week so I understand!
Good luck!
I gotta say, you did an amazing job making this in just one week! The core mechanic is a nice interpretation of games like Overcooked. I do think though that it would be much better if we could see the “order” in a HUD that is always visible instead of going over to the bulletin board. At first, I couldn’t figure out what I was supposed to do lol. Also, there might be a possible bug where when the game is first started, the UI on the right says “item name” etc.
Anyway, amazing job for one week! Congratulations!
Fun little game with a super simple idea! My only constructive criticism would be about the long waiting periods between each actor’s dressing, which is the actual gameplay. An option to “confirm” the dress once you’re set and fast-forward the time would be nice. Or if you WANT the player to sit through the play, you can maybe have some speech bubbles or stage effects etc. coming from the stage, and we actually get so experience what it’s like to be backstage!
This mechanic is fun in a frustrating way, if that makes sense! I loved how you need to time your shot because there’s a delay between the shot and the bullet reaching the planes, and even if that was unintentional, it made the game fun! As other comments said, the game CAN benefit from better visuals. However, that doesn’t necessarily mean professional-artist-level art. Simplistic graphics can also look great when they’re consistent! All the best!