Loved this. Really cute heart-touching story. Great animations. The game design was incredibly basic, but it was so well done regardless.
ClowdAtlas
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Interesting idea. I see one big issue, and that's that you don't actually have to build to avoid the meteors. Just dodge. If you were to continue to develop this I'd say to create an explosion or something on meteor impact that the blocks can help the player avoid. Some way to push the player to build. Also, more sfx please!
This was quite an exciting play. I'm impressed with what you've made. With such a big project there are quite a few issues though, the story is a little confusing. I think rather than present a story in such a way I would have spent more time cleaning up the combat. It was fun, but it was a little frustrating since the attacks and rolls felt a little unresponsive. The rolls especially were hard to time to dodge attacks. The camera also was a little jumpy with the scenery and objects around it. The goblin enemies at the end took no knockback which meant they surrounded me and I couldn't do anything. Good use of assets and music too. Also, why is the main character in his underwear? Anyway, good work. I think you've got great potential if you can clean up the combat so it feels less clunky and more satisfying.
I just made a critical mass of riflemen and then they couldn't do anything to combat it. Then I could test the other units. I think after a while the sound of the guns was actually a bit annoying since it got loud with so many bullets on the screen. Fun game idea. I think it needed a little more direction beyond just waves of enemies.
Not a difficult game by any means, but many of the aspects are charming. I like how the music makes the player feel alone. I like how the inventory system works. I wish I could've used the 30+ of every resource I had collected for something. Even if it was just to make a pile in the cave, that would've felt more satisfying than the number at the bottom of the screen
Dang, this was intense! Loved the art and sounds. Made the whole game very creepy and atmospheric. I think there should have been a mouse hold option as well for times when you didn't want to spam click. Something to make it not so intense on the wrist. Also, I think I broke the reload because after playing through the first time I just could constantly fire even without pickup up the reload perk. Neat game!
Audio levels are a little loud for the monsters dying and damaging things. I also think for the sake of a short game jam that 15 minutes is a little long. I died at 30 seconds left since my tower had moved very far away from my guns. I think that the tower moving was a good idea but it definitely made things more challenging, and sometimes to an impossible degree. Maybe there needed to be some balance in that?
Really neat! I think from a balancing perspective, there isn't quite enough time to freeze the ghost before he gets you. He'd show up in my light space without much time to press left shift. If I wasn't super fast, it would get me. I know sometimes the ghost would sound, but it wasn't always consistent. I think just a tiny bit more time would've worked. I agree with some of the other people here that the ambient of the night time was really good.
I had a lot of fun with that one. Very professionally made. I finished in three runs. I was in the last area on my second run trying to get through the platforming and panicking with the storm. I enjoyed this little brain teaser. It made me so uncomfortable going across the bridges that way. I felt like I was going to fall every time so I'd correct myself and fall anyway.
Beautiful pixel cat! The animations were really nice too! The gameplay itself was a little difficult. Not because the challenges were tough, but the movement felt clunky and unresponsive. Most of the time I had a hard time moving around to accomplish the tasks. I think I had the most success with the push one, but I got the rubber duck stuck in the corner and wasn't able to get it out in time. I like the cat, but wanted more from the game.
Definitely more visually appealing that mechanically difficult. The Sound design was ok but I thought there needed to be more ambient sounds to accompany the footsteps. If not the footsteps drag on quite a bit in their repetitiveness. I definitely didn't expect the jump scare, so you got me there lol.