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Christian

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A member registered Sep 02, 2021 · View creator page →

Creator of

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Very satisfying game to play, it has a lot of juice in it. From the player hitting to the music. 

I noticed that you mentioned about making it more obvious when the enemies are about to hit. Tbh, I don't think that was quite the issue for me. I think the bigger concern is that there is no clear easy way for the player to defend themselves from the enemy. I see the enemy flashing, but there's nowhere to go except for through the enemy or to another enemy who is probably also attacking.

I played about 4 times, and each of my playthroughs only lasted about 10 seconds. For such a well-polished game, it feels like a crime to me! If you had something that let the players react to the attacks in a defensive way and made runs much longer, I think that would create a more compelling experience.

That was a lot of fun! I see that most couldn't make it past the fish steak, but I was stubborn and tried like 20 times and got all the way to the whole cow. It's a really good puzzle game, and I think with a few QL changes it can become even better. 

First, I want to agree with the other comments. there were plenty of times where I knew that I didn't get it right, yet I had to finish all my cuts and then eat all the other pieces.  That reset button would be nice.

Even more important, I think it would be good to have a hard defined metric for the player to know what is good and what is bad. We're just eyeballing it, and there were definitely times where I went, "That wasn't small enough?" This is a tough one, but some kind of indicator would help.

Lastly, something that rewarded the player for completing a level would be nice. Something as simple as a check mark next to the meat I just cut on the menu would give me a huge sense of accomplishment.

This experience is really hit and miss, all at the same time. 

Certain aspects of the game, especially the art and narrative, really hit all the right chords and I want to applaud you for that.  The spiral was very cohesive, it didn't come out of nowhere, and it was very relatable. Also, dropping the salami on him constantly was hilarious because he's dying internally and I'm just dropping salami on him.

I think where the game was lacking most for me was the intractability of it. Yeah, there could be audio and more gameplay, but I can easily overlook those because of the context of limited time. What I think would have made this hit harder would be if the guy said certain things in the middle of his speech based on how many salami you dropped on him. Example, "I'm telling you all about how my life's a mess, and you just drop salami on me?" "Please stop, I don't even know how you got so much salami"

Thanks for the feedback! I tried to make it so that upon restarting after making it to a certain checkpoint the game only starts from that checkpoint but perhaps that is still too soon to start the game from. Also, I 100% agree with more player explanation.

Thanks for the feedback! I do agree that I could've/should've given the player a heads up on the controls. I also got the same feedback when I had my friends and brothers play with using the star. I definitely should either let the player know it's limitations better or make the star have invulnerability to the enemy.

Do you mean the font size in game? As in like the score and the enemy speech? Because I had it set to only one size but maybe for the future I should set it to auto-sizing or something similar.

Thanks for the insight on the blue triangles! I was having some trouble getting them to stick to the top of the screen and I'll definitely look into improving that.