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Damaskino

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A member registered May 31, 2019 · View creator page →

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I remember me getting to around 6-7 with farfama, we kind of got the farthest when P2 just held down and P1 just focused on getting through it somehow, essentially turning the game into regular flappy bird, but I'm sure you can get farther when you actually learn to work together.

Very neat idea and a cool icebreaker for events like these!

Yeah, RL tends to get in the way a lot unfortunately, we still have you in our list for the gift though and will make sure to get you your copy of the game when it's ready.

I like the bounciness on the release! Pretty neat and a little unsettling how the eye rolls back when the character starts vacuuming. :D
You could probably have some fun with the physics and do some physics-based puzzles with it, maybe even cooperative puzzle where you have to pass objects along or have some interactions between different object types.

There is something very wholesome about rolling around as a cute cat while the music plays in the background and matches your pace.  Thumbs (and paws) up!

Thanks for sharing, so happy to hear that you were able to enjoy the game with your daughter! <3
Too bad the Linux build did not seem to work for you, I installed it on my deck (Q2) by using the itch.io app and it actually ran fine. Maybe it's a difference in model?

Hey aawood, thanks for playing and the bug report! Yup, the comments are fine for reporting we do check them regularly 👍

Afaik that reset was supposed to happen, the loss of control however most definitely wasn't , I will make a note for Pet to take a look at it. 👌

Hi there! Thanks for playing! We did consider a level selector but couldn't put it in the recent update due to time and RL constraints unfortunately. Pet also made some changes in the old levels to help reinforce some concepts for the later levels so some of the old ones are "remixed" to help you solve the newer levels so there could still be a couple of new things to see even if you are familiar with the old version. Would be happy to get back to you in this thread if we do end up putting in the selector though 👍

Thanks for pointing those bugs out! We'll try reproducing those and fixing them. If you have more detailed steps in how you got those let us know. Either way glad you enjoyed the game!

Hey, thanks for playing and letting us know! We'll look into it 👍

Nice cover and art direction! The animated loading screen is a nice touch. Visually it really feels like coming out on the other side, when you reach the end and you go from the previous landscapes to the bright ending screen.
The deadly plants are visible enough but could perhaps be emphasized more visually with a brighter color to make them stand out more against the environment.

Gameplaywise, you could experiment with not having the dialogue pause the game in some parts to preserve the flow of the game more, since it does feel like the dialogue takes control away from the player at times. I do see that it makes sense in some parts to have a pause like when you need to find a safe place to land.
Personally I felt the jumps themselves were fine (we are not in the real world after all), but you might want to disallow the player from perma-jumping when holding down the jump button, but that's just what I'm used to from most platformers.
Props for doing it solo, I think you've managed to deliver a very well-rounded package. Keep it up! :)

I like that you took the time to set the stage with the text prompts at the beginning. To me the occasional fast units and big enemy waves were very succesful at creating tension and mixing up the pace. It would be handy to be able to look up the different towers during or before the start of the wave. Overall, good fun and +1 for using Godot, it's nice to see some other engines being represented as well!

Nice pixel art and fun puzzles. The penultimate one was really hard for me (as advertised ^^) and I like that your hint gives the player an intermediate goal to work towards instead of spelling out the solution, very thoughtful!

Unfortunately having the same problems as others reported and can't seem to control the characters despite pressing all the buttons from the description.
I do like the very chill vibes with the music and the background effects!

Great sense of momentum when you're hooked, I love picking up speed and slingshotting myself for traversal. Music and aesthetic remind me of Mega Man and 90s anime in the best way. Good job! :)

As others have already mentioned, level 3 is a bit of a spike and could have probably been half the size/complexity for a gentler progression.

I like tinkering with the different values to get past the obstacles, I kept saying "Maximum Speed" and "Speed and Weeiiight!" to myself while adjusting the stats between the characters, very cool and innovative approach to the theme!

Nice one, I like the slick aesthetic and that it's intuitive enough to allow the player to "brute force" the puzzles but also provides enough room for the player to learn what movements make the faces go where you need them to be, if the player wants to go for score.