Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

colorblooms

18
Posts
2
Followers
3
Following
A member registered Aug 09, 2020 · View creator page →

Creator of

Recent community posts

The prose here is really delicate and enjoyable. If I could register one small nit, I feel like the pace jolted up suddenly in the last bit. (That could also me being slow to pick up on the hints of the first bit.)

Such a well realized concept. Lovely voyeuristic thrills here that I hope make it into an expanded form.

Thanks for stopping by!

Thanks :)

Howdy! Thanks so much for playing, the kind words, and the bug report! Not sure how that happened. I spent so long fighting the janky wall physics that I didn't look for other bugs.

The aesthetics and mechanics of this game are lovely: a light-hearted techno-spy affair with a surreal, perspective-shifting mechanic. Here's hoping this is a prelude for a larger project.

Delightful. 

Great ideas in such an adorable presentation.

Thanks!

Thanks mate :).

Love the sound and presentation! I found the gameplay a little hard to grok; mainly I'm just bad at visualizing where all the obstacles would rotate to and the snake tended to randomly hurl itself at nearby spikes.

Takes me back to the halycon days of Newgrounds.

Great concept with smooth execution. I love how power pellets work here: both adding  a threat to the player (Pacman can now eat the ghosts) and yet giving information of where pacman is.

Great concept with smooth execution. I love how power pellets work here: both adding  a threat to the player (Pacman can now eat the ghosts) and yet giving information of where pacman is.

I imagine the cameras as a gaggle of influencers descending for the perfect cottage-core chicken pics.  Cute game. If you ever come back to this, I'd love a version with stealth mechanics: coops to hide behind, opportunities to blend in with the farmhouse chickens, that sort of thing.

This is cute and neat. I did find the balance between fish a bit off (the red fish carried me through most of it). It might be cool to explore larger levels that require a combination of fish. (I also ran into the bugs reported earlier: the controls did not always work for a new fish and the hover fish seemed to just stick in place.)

It's a neat idea. Only controlling one tower is an interesting restriction. The current implementation is a bit too zoomed in: if you can't see what's coming, you can't make an informed choice as to what to prioritize.

I like the idea of embiggening as you level up: becoming beefier and more of a target. The current implementation is a bit sluggish.