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Kumaccino
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Funny (and cursed) take on the theme! The wonky physics reminds me of old school let's-play type games, it's pretty fun! I loved making the chairs spin like beyblades and fly all over the place, I am not sure how I got them to do it, but it definitely amused me.
Is the sandwich going to eat the chefs now?
Lovely concept! I enjoyed the characterization and dialog too, very creative twist on the theme. I'm usually bad at games where you control multiple characters at once, so the game got hard fast for me, however, having the teleport ability really helped me get further than I expected. Thank you for the fun!
The "snapping" mechanic is very fun. With some more visual feedback and perhaps a slower flight speed this would make for a very interesting platformer! I wish we got to do something more in regard to the theme, like having to fight Mario at the end, but I understand that the time wasn't very forgiving. Regardless, very fun game!
Curious idea. I think adding a way to indicate that the player is doing something right would be nice because i wasn't sure if my ads did anything. With that said, the idea is very creative and could be expanded upon, like trying to pick the most relevant ad for the user based on the pages they visit, or making the ads pop up at the most inconvenient time and so on.
With that said, the music is absolutely great and fitting for this game, good job!
Love the art style and presentation, and there were some creative ideas with the level design so far.
Unfortunately, I got stuck on Autumn 1. I don't know if I'm misunderstanding the rules, but I cannot see how the little guy will press the button on the far left and then manage to reach the exit one tile to the right, because they do not move right at all except at the start. Any hints?
It's fun trying to visualize how the pieces would end up. Unfortunately, I was really bad at doing it. At least I managed to rack up a few points. Maybe a way to make it less difficult is to potentially draw ghost blocks where a piece would end up whenever you hover on them, but that may take away the challenge completely. Either way, I like it!
great concept! With some polish, it could be a fully-fledged puzzle game, and the aesthetics/environment are lovely. c:
Also, since you mentioned it in another comment: I think the advice I can give you is that when you want to teach the player something without text, it's best to start out with a very limited movement space to highlight only what you want someone to focus on.
I'd also suggest not having the camera rotated at a 45 angle, as that makes it harder to remember which button takes moves me in which direction.
Either way, thanks for the fun. Well done!
I'm a sucker for Zach-like games and I enjoy optimizing the heck out of them even when I'm really bad at it. I dig this concept quite a lot and I would like to see it expanded upon, such as more tools/mathematical operations, heck, maybe different die types (D4, D8, etc...) could be involved. Imagine the optimization complexity this could lead to!
One thing I would've liked though is for the input/output to be more visually distinct, I've laid out the conveyors multiple times in levels only to realize I've done them in reverse (mainly because I subconsciously assumed things would move left-to-right).
Another major issue I've noticed is that dice sometimes get stuck for no reason when they should be moving. I can't always replicate it because it happens at random and is very inconsistent. It was most evident in the finale so I had to wait a lot most of my die couldn't move across the pipeline.
I took an image of a time my dide got stuck, the two snake-eyes die on the upper layer of the conveyor belts never moved, but the ones that reach the far right side do. Keep in mind that this was very inconsistent, and the places they get stuck at were different each time I reset the simulation, so I don't think I missed something in the ruleset?
I don't want to sound like I'm only complaining, I just really enjoyed the concept and I would really love to see more stuff done with it. Amazing job. <3
Very juicy! The bouncy player controls are fun even when they end up killing you after being getting combo'd by the bullets. Great job on the idea and execution. 3-pips are the best weapon.
The only bug I ran into was accidentally clipping through a wall and being stuck there, I was still able to shoot so I managed to get a high score around 6k until the enemies became too much and I died anyway. I ain't complaining, I just found the swarming waterfall of enemies amusing to look at when that happened. lol