Both links point to the same game.
Chainsawkitten
Creator of
Recent community posts
That is one hungry baby. It would be good to have some game over animation or other kind of cooldown before you can interact with the menu. I keep failing at fixing the broken toy, and clicking in that region of the screen, which means as soon as the game over screen comes up I've already accidentally quit the game and don't know what score I got.
Great art. The idea of sharing movement patterns between players is fun. I wish there was a way to instantly restart a level instead of having to select it from the menu. Especially since I was playing with gamepad and the menu only seems to work with the mouse so having to switch constantly was a bit of a hassle.
Fantastic concept and good execution. Animations are great. I'm curious how it would play without the timer. Currently, I'm just finding a spot with fewer buildings to intentionally break through rather than trying to carefully tip-toe around, which feels a little thematically off. On the other hand, there's certainly a strategic element to taking intentional losses.
The stacking power ups is a good idea that adds a lot of strategy. The UI could use some work; I found some aspects a bit confusing. It took me a while to figure out how to actually attack. (I had to reselect units after moving them. Not sure if that was intentional.) The final space battle was epic.
Hi, late response. I'm not familiar with this game and I don't know if you're still interested (I'm just name searching myself like some loser). The F1AltEnterF12 DLL requires the Visual C++ 2013 redistributables to be installed. You can get it here: https://www.microsoft.com/en-us/download/details.aspx?id=40784
What browser are you using? I tested it on Firefox and Chrome and didn't get any slowdown. But just now I tested it on Edge and it was a laggy mess. The difference was huge. Edit: And now it was fine in Edge apart from long loading. I don't know what's going on there.
The hitbox is the witch (not the hat, not the cape), but yeah, that's never communicated to the player (and you can't tell how thin/wide she is under the cape, she's as wide as her head/hair).
Input is better on joystick since you can control how fast you go. For keyboard we should have introduced a button to hold to go slower/faster so you can rush to the orb but also manouver yourself into a safe spot with precision. But alas...
Thanks for the feedback.