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CocoaHere

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A member registered 63 days ago · View creator page →

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Didn't make it to the end because I got damaged on the freefall with 1 heart :(

Aside from that, I really like this. The controls are very slow, but it doesn't take long to get used to them.

Really good visually, but I completely agree that it's finicky at the moment. If it being prototype means that it will be worked on more, I would absolutely try out a more refined version of this!

For the amount you have, it turned out pretty good. Although I feel like I would have preferred longer levels on each game mode, rather than so many different game modes that each take 4 seconds (aside from that one gravity-flip coin one that takes a little too long).

Pretty neat, pretty fun to play. Couple issues though: 1, the intro screen is cropped off so much that you can barely read it. 2, There is nothing stopping your character from floating off-screen and losing sight of them completely.

The control scheme is interesting in concept, but unfortunately in practice it is completely broken. No combination of WASD and arrow keys is consistent in how it controls. I did make it to the end of the maze though.

I'm sorry, but the jump is too short to go either direction, and I don't know how to change gravity to fix it.

Either the gravity was too slow to take effect, or the levels were too tightly packed, but I could not get past more than 3 seconds of any of them. The "next level" button is also invisible?

Pretty good for most part from what I can tell. Unfortunately the controlare really confusing to me, and after like 20 tries I'm still hitting the wrong button for the wrong thing. Could probably be more intuitive with more recognizable control (SPACE to jump, ENTER to attack, etc.)? Beyond that, I think it's a pretty neat endless runner idea.

It was a little hard to understand at first, but once I did I really enjoyed it. It's a nice level of challenging, it looks great, the music is great, and it feels good to control. The only thing I'd really suggest is maybe removing the forward button? Unless you specifically want to move backwards you're always gonna be pushing forward, so you're constantly holding down the key - might be better as an automatic thing.

I like this! It's a pretty nice concept and you implemented it well. I do have a couple critiques though.

1. I think it would've been a lot better if the forces were stronger? Like if the gravity pulled things quicker and the thruster pushed you faster in the direction you were going. Right now it sometimes feels like I have to get lucky with how quickly things take effect, if that makes sense.

2. I floated out into space and ran out of gravity :( - If floating off for too long caused a game over, that would stop you from having to reboot the game whenever that happens.

Again though, it was overall a fun experience! I know it is quite literally an arcade-style game, but it does feel like something I'd play in an older arcade.

Thank you for playing! Also thanks for bringing up the tension thing, in hindsight I guess some control explanations in the description would've helped.

If it helps now though, whenever any box is pulled too far for too long (~ 2 seconds), it will snap the tether. The only exceptions are when a heavy box is stuck in place (takes 4 seconds), when a heavy box is in the air, and when a light box is on the ground (both never break).

I like this! Normal mode is pretty simple, but the other modes are genuinely really challenging