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A member registered Nov 18, 2017 · View creator page →

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You actually can move left/right with arrows or A/D. My bad for not mentioning it in the game text.

Cool, thanks! Yeah I agree that feels like it should work but I couldn't figure out the details. The issue is that there can be multiple vertical sections (once you get past the tutorial). So when there's more than one vertical segment that can extend, which one should extend when you press up? It makes a difference because the arms will be at a different height.

Very cool! I can see what some commenters are saying about it not always being completely clear where you can walk, but I didn't have any trouble with it. You really explored the mechanic well. Nice cozy style too.

Thank you for the feedback! Do you have any specific suggestions for what changes to make to the controls?

Cool, switching back and forth between game modes keeps the gameplay fresh. Once I got the hang of the punch timing it was pretty easy. Having all those guys running around made it feel really hectic. I like the creepy story.

Whew, I'm afraid I have to give up. I'm not great at platformers, but even so I would say it's pretty hard. I must have missed that first jump after the third gem 50 times in a row. I had trouble judging the jumps from the camera angle, but it's quick to restart so I was eager to keep. I like the level design scaling down the tower, and collecting rent money is a funny idea.

Really creative idea! Scaling the windows is such a unique mechanic. I never would have thought of using it that way.

Cool! Creative idea combining the different mechanics. It was on the harder side for me all right. I never got far enough to afford the third gun. I admit I didn't pick up any sort of strategy. I just threw blocks wherever they would fit and clicked as fast as I could on the strongest alien. I like the idea about a pause between waves. That would give me a chance to think about what I was doing. Nice presentation: the graphics have a very distinctive feel. My high score was 3970.

Oh wow this game was so frustrating! I know that's what you were going for so well done. :) Really funny concept and I like the art style. Lots of good little touches too like having the objectives be a memo.

Oh yeah I like that idea. Thanks for the suggestion!

Just some photos of my whiteboard during the game jam. Thanks for checking the game out!

Great job! I agree with other comments that a tweak to the control scheme would make a huge difference, but there's a lot to like. I like the various hazard types that made you strategize and prioritize.

Very creative concept and excellent graphics! I found it was a bit easy - I tried getting more and more sloppy each level but still got 3 stars. Maybe it was just me though. I still had fun with it. Thanks!

Outstanding level design! Just a few simple rules and objects made for some great challenges!

I thought the concept of cobbling together a ridiculous weapon that makes it more trouble than it's worth just to move around all in order to slay some guy laughing at you was hilarious. The level design was cool but I agree the glitches made it a little bit frustrating. Still I had fun!

I love this! A great, simple concept with surprising depth. The puzzles were interesting,  though I felt like it ended just as things were getting challenging. It left me wanting more!

I loved this! A great, simple concept with surprising depth. The puzzles were interesting,  though I felt like it ended just as things were getting challenging. It left me wanting more!

Agreed that the player and camera controls were the most frustrating part. Other than that I like how the mechanics were introduced and the difficulty curve was challenging while still letting me feel like I could do it. The slope is a particularly interesting idea. Good job!

Really mind-bending! It reminds me of Antichamber, and probably some other games. Finding sections flipped was really cool. I especially liked what happens after the credits! :) I agree the motion could be much faster. I would have liked at least one really challenging puzzle: trial and error seemed enough to get me through. Still, it really made me think! Thanks!

For me the main issue is the rope control: I had such trouble just connecting it from one point to another. I don't know what your physics engine is like, but there might be some simple parameter tweaking that can make it feel more like a real rope. Maybe I would get the hang of it eventually, but let's just say "you'll fall at least once" is a vast understatement for me at this point. I like the simple level design and how you introduce the mechanics. Putting up platforms is such a simple but promising idea, I bet you could do a lot with it!

Agreed with the other commenters: outstanding style and execution, just a bit hard to tell what's going on between the pacing and the unclear powerups. I also had an issue where enemies would sometimes stop spawning and the boss never showed up. It made me wish I was better at this kind of game so I could see more!

Really interesting idea! Escape room was a good choice of genre here. The puzzles seemed a little easy, but that's typical for escape rooms. I admit though that I had trouble figuring out exactly what the platforming instructions said. I thought I got it but the pattern didn't seem to hold 100% of the time. Anyway it was possible enough with trial and error. Great job matching the style between the two games. The 2-d game is a bit linear for an escape room: you don't really see the puzzle elements until you're ready to solve that puzzle. It's not a huge deal, though. I still had a great experience. Thanks!

What an interesting idea! Escape room was a good choice here. I do wish the puzzles were a little less straightforward, but also I couldn't figure out (what I assume is) the last one in the 3-d version, so maybe I'm speaking too soon. I like how you matched the style between the two games.  Some indication of whether I'm close enough to click on something would have helped. It happened a couple of times where it looked like something wasn't clickable but actually I was slightly too far away and was clicking on thin air. All in all a neat experience!

In addition to the obviously excellent artwork, music, and story, I like a lot of the little touches, like how the entire thing is one sheet and the artwork fades in and elements appear or change, like the branches coming into focus. Finding constellations is a great use of the theme. I could have gone for a little more gameplay, but so much work clearly went into it I can see that would be hard to write in the time constraints.

Good idea for a game! The arena layout is great and there's a good variety of enemies that make things interesting and strategic.

The last minigame was an especially interesting concept but you only get one shot at it! Overall I like the minigames but some tweaks to make them more fair would go a long way, like having the wife swim on the left of the screen so you have time to react. I would say you could spend less time on the interactive cutscenes, but that's clearly where a large part of this game's personality comes from. Definitely a unique entry, thanks for sharing!

Nice! At first it seemed impossible, but once I realized that the trick was to keep motion to a minimum for as long as possible, I enjoyed it. Once you start swinging around the end is near but it's still fun to get one or two lucky near misses in before dying. My record was 28 seconds.

Great presentation! I like the ability to customize a lot, and the options are really thoughtful. The battles can be pretty tedious when both sides have healing. I had one battle where I must have done 50 spins and we were both back at full health. Something to do during the battles or way to speed them up would go a long way. Thanks for sharing!

Awesome! Once I got the hang of the controls I had a lot of fun. I like the style too. Unfortunately he game always locks up for me around 100 points, which is just when it's starting to get challenging.

I'm a little bit confused by the mechanics. I think the instructions are backward. At least, pressing J to fire consumes my armor and spreads the shot out, whereas the instructions suggest that pressing K should do that. I'm also not sure why I keep dying when my armor is at 80%. Still I like the parts I understand a lot. It makes for an interesting strategic tradeoff. Maybe it could just use a tutorial or at least an easier level 1.

Good level design, it's just so unforgiving with how slow and glitchy the controls are. I'd get stuck in the floor and jump to unstick myself, and accidentally jump full height into something that kills me. I'd like to see what's next but it's hard when it takes so long to get back to where I was. I know glitches are hard to work out, but more frequent checkpoints and/or much faster walking speed would really keep me going, because it looks really cool. Thanks for sharing!

Very stylish! Once I got the hang of it, the different challenges felt kind of similar to each other, but it's still satisfying to make it all the way through.

Very interesting idea of having the weapons and movement part of the same mechanic. It took a little getting used to it, but once I got the idea I liked it! It just needs progression of difficulty, or at least some indication of how well I'm doing.

Oh, this is a cool idea! It felt really weird at first, but once I got the hang of it, planning a route through the maze was pretty intuitive. I agree it is a bit difficult to tell where you're safe to turn.

Ha, really funny idea and cutscenes. I have to admit if there's some strategy it's lost on me. I assumed based on the dialogue that if I was in taxi form when people appeared then I wouldn't get the police called, but that didn't seem to be the case.

A lot of cool ideas here! My favorite is the laser redirectors. The levels are all pretty easy. I think the mechanics could really lend themselves to some more challenging puzzles given some more time for level design, but I still had fun.

Great job with the (procedural, I assume) layout! The challenge level of reaching high areas was just right for me. FYI I think the P/I/L/J instructions on the game page may be backward. I was confused for a little while.

Definitely agree. That was way more obtuse than I meant it. I'll have to redo it after the jam is finished. Thanks again!

Thanks for the feedback. There's a hint sheet here if you want the answer to that one.

Thanks for the feedback. There's a hint sheet here if you want to give level 9 another shot.