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cheesemcpuff

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A member registered Jun 03, 2021 · View creator page →

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The speed increase is fun.

I was really excited to try this game but found the controls were quite difficult. I would opt to switching to a control scheme similar to angry bird, it would make it both easier to aim and easier control distance.

I felt the jumping controls for this game were difficult, at no point was I able to jump up or down to a lillypad (I may just be bad.). 

Due to the lack of urgency, I found jumping sideways to any of the rotating lillypads and just riding it out would allow me to eat all the flies.

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I don't know how I feel about this, sometimes I would enter a room and instantly hit a ghost, sometimes I'd instantly hit a door. The fact you don't die but go back to the previous level is a good loop for this system, but I felt that being unable to control the outcome of entering the new room left everything up to chance.

Quack.

Addictive.

Really enjoyed this game, simple yet effective game design, the only thing I noticed was that the final two levels seemed easier than some of the previous levels.

Really enjoyed the art, sound design, voice acting and overall game play. I agree with what everyone else is saying, I stopped playing after getting reset at the kitchen 3 times, having to solve all the puzzles each play through got repetitive. I did notice some audio bugs around the kitchen though, 'I can't let them get me' kept looping. 

I enjoyed reading through the story, I only have one complaint. I am too used to double tapping next to auto-fill text as I read faster than it prints, I kept skipping dialogue by accident and would prefer control over the type speed.

I really enjoyed this, the way the house slowly deteriorated as you progressed was fantastic. The whole thing ran smoothly and although short, felt like a finished product.

It started off really interesting with the back story, there was 0 sound for me and I am not sure if that was intended but it was pulling away from the overall feel.

I gave up after feeding the creature 12 times and training it 4 times, nothing had changed and the actions were too repetitive to enjoy with 0 result.

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Hey, thanks for the feedback, I agree, the ghost speed should be tweaked, there isn't a lot of time to react at the minute. 

The light was originally directional, it would point up, down, left and right and you could scan an area of 90° in front of you.

The idea was the light would stop them, and if you concentrated the beam it would stun them. 

 Unfortunately, I was having some issues with the players rotation relevant to the torch rotation. I really want to go back to the original concept but I'll have to get around that little hiccup. 

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Hey, thanks for the feedback, in it's current state, it definitely involves too much stumbling around not knowing where you are, we need to make it slightly easier to navigate the map.

Hey, thanks for the feedback, unfortunately, you are correct. The progression was definitely not explained properly, we wanted the player to figure out on their own how to complete the game but we didn't given them enough information to work with, we need to add more clues.

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Hey, thanks for the review, adding a Wendigo creature into the game would fit the setting, that's something we can look into.

Had to stop playing because my PC was screaming for some unknown reason, but I got enough of an idea. 

Light mechanic was cool.

The limited story I got to read seemed really interesting and well written, along with the light friend communicating with you.

Art was good.

Hey, thanks for the feedback!

So the visuals and audio were really good, I enjoyed that. My original feedback based off level 1 and 2 was going to highlight that they were too long and not very engaging and then I got to level 3... I instantly knew what it was and the throwback entertained me immensely, a little disappointed you changed the ending. Overall if you took the positives from my first point, you have a really solid horror theme to work with.

Also the head bobbing gave strong goofy vibes: 

So the visuals and audio were really good, I enjoyed that. My original feedback based off level 1 and 2 was going to highlight that they were too long and not very engaging and then I got to level 3... I instantly knew what it was and the throwback entertained me immensely, a little disappointed you changed the ending. Overall if you took the positives from my first point, you have a really solid horror theme to work with.

Also the head bobbing gave strong goofy vibes: 

Tried it on edge and chrome, no luck.

I was engaged with the overall theme until I reached the ghost room, the pages seemed laggy to respond and would open at random and would also respond when I clicked on the ghosts, so it was very hard to try read the puzzle. This was unfortunate as the puzzle looked fun.

So I gave up after collecting 3 pages, the level design reminded me of the windows 98 screensaver but the fact every room and corridor looked the same prevented me from feeling any sense of progress. The sound design and overall theme was good and I liked that the sound changed the closer the monster got.

Only blue for me too

I got the Bruce Willis ending, I refuse to see another ending, 10/10 experience. 

Fantastic, just fantastic.

So simple, so well done, so horror.

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I didn't get much time to play as I kept getting stuck, both puzzles didn't seem to have an exit function so I was locked into them until I figured it out. Had to cheat to exit the bathroom, that seemed very unclear to me. The spinning lock kept resetting on left click and did nothing when I pressed E, that was where I gave up. Also, mouse sensitivity was wayyy too high for me.

Otherwise, the theme and sounds were very horror and enjoyable, I feel the ambient sounds were a little overplayed but that's an easy change. I saw the monster once and it did catch me off guard so that was good. The cornered level design and poor lighting really makes you question what's next, spooky.

Thanks for the feedback!

When holding an item it doesn't do anything, but they do have a purpose. 

I agree with you though about the lack of clarity, we were aiming to leave it up to the player to figure out how to finish the game with minimal hints. Unfortunately, we didn't reach that minimum before the due date. If we finish the game, we will make sure to add that clarity.

Got to the end, overall I liked the simple art style as it was consistent throughout, the lighting was definitely the bit I liked most, overall good theme. Jump scares were also good.

Downsides: 

  • Took me a while to realise you keep looping to progress, it also got a little stale over time. 
  • The inspection was interesting, I felt the charge time was a little long. 
  • The stairs go down symbol would bug out sometimes and spam. 
  • At one point the door kept squeaking and the audio was overlapping, this seemed like it was unintentional. 

I couldn't stop laughing at the ghost Wahaha - 10/10 voice acting.

Hey Thanks for the review, I'll take a look at yours!

Genuinely enjoyed this and it's one of the few games I'd actually pay to play if a lot more levels were added and possibly some story behind it. On top of that I have never made a 3D game so I was extremely impressed by this. The main enjoyment behind this was that I wasn't finishing this so I could write a proper review but instead finishing this because I wanted to. 

Issues: Crouching causes weird camera angles, I got launched by the giant box and I am now stuck in the map, anyone out there? can I be saved? *cries*

We originally planned to have a secret ending if you got far enough, will possibly update it in the future. Happy you enjoyed the experience and we are currently attempting to tweak the game mechanics to allow it to run a little smoother.

Overall similar concept to our game, although yours has a lot more going on with the AI which for me made it quite challenging, could only get him to half HP but I'm sure if I put in more time I could win. Liked the buffs you added in along with the difficulty increasing overtime.

As the dragon is chasing you non stop you are constantly on the edge of death, glad you enjoyed it!

Very simple until you start to take into account the physics of the blocks and stacking them properly, probably could have done better if I had been more careful instead of throwing my items way off the delivery zone. Overall game functionality was executed well.

Funny you mention the game over should be as polished as the main menu, I actually voted against that so my team mate will be happy to hear you agree. Thank you for the feedback and we'd all be super happy if we got top 10, fingers crossed I guess.

I enjoyed the overall look and sound of the game and spent about 10 minutes trying to improve but personally couldn't quite grasp the teleport like movement, I'd keep overshooting and colliding with an enemy. 

My only issue was that you had to repeat the same process multiple times to collect the flower, would have preferred a little bit of randomness with the flower spawns but otherwise solid game.  

Both the blossoms in the background and the branches were created to add to the difficulty of the game, happy you enjoyed it!

Simple enough game, felt like I was in an arcade. Ran well and easy to understand so well done.

Found that if I avoided the blocks and threw away the explosives that the robot would automatically build me a stairway. Unsure if this was intentional but I feel it takes away from the concept of juggling both explosives and blocks. 

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Controls were easy to understand and I enjoyed the base game play, dodge and shoot, only managed a score of 765 with around a minute left on the timer. The music and sfx fit the game. Enjoyed it overall.

So it took me a while to figure out shooting too much killed me lmao, alongside that I never figured out what the blue bar was for nor what spacebar did, was it to cooldown your weapon? Alongside this moving to the opposite side of the screen was a little jarring, not sure if it's just a case of 'mad cus bad' though.  My final comment would be could the ammo types have a description? maybe a on mouse hover kind of thing, other than health I wasn't sure what my buffs were.

Edit: Figured out blue bar is movement, figured out you get both a buff/debuf when you press space depending on what bar you filled, also would have loved to have the bullets to move screens like the player can, could have done some cool skill shots

In it's current state you need to drag your mouse off screen to gain full control of the petal, gonna lock the mouse to the screen in the future so you should have more fluid movement when it comes to the petal. The dragon taking over the screen is an intended mechanic to push you to move faster. I am also looking at moving some branches around to make it a small bit easier to move around. 

Thank you for the review!