Love this! The artstyle, music, and slow paced idle gameplay blends nicely. I could easily leave it turned on all day
copyrat90
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Really cute puzzle game!
Pixel arts fit so well each other.
And I love how you make use of the tongue in different situations.
There’s one minor nitpick.
In the last level, the first move you do is go down.
But if I do that, I can’t see the top-most rock even if I go up higher.
This results in blind tongue jump, if you haven’t seen the rock before.
The same thing applies for the bottom-most rock too.
I wish the camera just moved with the toad.
Oh, and I found that sometimes the box doesn’t undo by pressing L, when messing around the earlier levels.
Is it intended, or is it a bug?
I love playing hard platformers, and enjoyed this one.
Here’s what I thought while playing.
- You press UP to jump. I wanted to play this on real hardware, but gave up knowing this. Jump button really should be assigned to a seperate button in platformers.
- If you wall jump on left side, even if you touch the ground, you can’t wall jump on left side again before executing wall jump on right side. It took some time to figure this out. It would be better to reset the flag when you touch the ground.
- The inertia. I wanted to slow down in mid-air, so I’ve changed my direction, and what I got is full speed to the other side.
- Some levels contain trap. e.g.
It’s still nice little game though.
Also, Had the player gone to home safely at the end? Or did he just die in the stomach?
Ah, the classic hamilton path puzzle on the grid. I remember playing this game on my feature phone back in early 2000s.
Some thoughts:
- I sometimes misinput and remove what I have been doing, I wish the undo were assigned to seperate key instead.
- I wish there were at least
Congrats
or something before going back to stage 0.
Cool roguelike with a unique feature, which is possessing the mobs on the floor!
And the well-made pixel arts fits so well in GBA!
Some thoughts:
- Constantly tapping the arrow keys just to move is quite tedious. Hold arrow key to keep moving would be better.
- Right now you are free to explore the floor without any risk, if you don’t grab the key. So this made me to find the shortest way to the locked door first, and grab the key and run to it asap.
- If you’re in a pinch, just release the mob you are possessing, wait for it to be killed by other one, and grab the SP heal, and possess the other one. So the pinch is really not a pinch.
Also, small bug, sometimes the key graphic just disappears when you grab it.
But it’s still a cool idea!
Just a ramble, I had a similar idea to this roguelike, which is you are a parasite who possesses the mobs by being eaten by them! I was amazed about the similarity.
I’ve never played deck building roguelikes before, and now that I played your game.
I fell in love with it.
I love how you made players to think about consequences of the next summon, and calculate the lose and gain with probabilities.
The temptation to earn more money, but with the xx% chance of messing up…
Also the pixel arts of the owls fit in so well in the mood.
I enjoyed it a lot.