This was a fun, chill game and the controls felt pretty good. I agree, it is 100% better on controller. I liked the little development easter egg you can find near the beginning once you have unlocked permanent witch mode and have all the flight available. Whether by design or not, there were a few points where I had trouble figuring out where to go and had to explore to my death a few times to find the next platform or guess correctly which direction it might be in.
Dangerous_Beans
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Pretty cool concept, I like the gameplay and art you have in it so far. I imagine the tactics mode will look really cool once there are special animations for each action you can do. The variety of enemies is pretty cool too. I agree with some of the other comments that it didn't really feel necessary to go to tactics mode except for when I needed to heal or I noticed my dice rack was full. Pretty cool concept and start overall though.
At least 100 of those was from letting it run while I had other stuff to do ':]
Pretty fun game, I love the "MONKEY MODE!" and all the monkey sounds and paired with the death sprite make this pretty cute. Definitely challenging puzzles. I agree with one of the other commenters about using monkey mode more for middle parts of future levels rather than just the end. Otherwise, it's a pretty fun game!
I think this means I beat it?
I like the concepts you have going here, but the mapping for the controls is pretty difficult to use with one hand on the keyboard and one hand on the mouse. I can see what you were going for, it's just not very intuitive. I like how the grapple is implemented, allowing you to switch modes while grappling, and I also liked the time slow when you open a portal so that it's easier to teleport while falling, and the constant acceleration on the sprint is fun. That said, I was able to complete most obstacles with just the teleport, I'd recommend limiting the range of the teleport to reduce it's effectiveness if you want someone to utilize other tools in their kit. I did not really like the camera bounce on teleport, its a little jarring. Overall, I think your concept is there, you just need to refine it.
This was amazingly done. The movement was really fun; the dash and the slide felt really good, the only thing lacking for me was the wall running, but only because I'm used to sticky wall running and I was getting used to it near the end. I think having 4 modes for the rock paper scissors added to the challenge since there was an extra mode to remember in the heat of combat. It was really cool that you added unique effects for each damage type on kill and the effects on the turrets big cannon were awesome! Great game
I really liked your use of color saturation for health level, I thought that was pretty cool, especially with all the colors from the orb projectiles and I think the transition to the new unit upon death was pretty good. I think it would be fun if there were some movement abilities like a dash or something, but I also get it's not necessarily that kind of game. It was fun jumping around, dodging projectiles, and picking a new gun to get killed by so that I can use it. The scaling of new projectiles types and weapon types was pretty good, maybe a little faster? Fun game overall!
I like how the grass grows, pretty smooth. The control of the mower was also pretty nice. I think it would have been nice if collecting flowers extended big mode time, otherwise I would collect them and essentially lose them for when I went back to normal size and be surrounded by goons. I also would have liked a quit button to exit the game, I did not see one available.
I really like how the grappling hook feels and that the double jump also functions like a dash, super fun to just move, jump, and sling around. Red gun is definitely the most fun to shoot in my opinion. I think having more penalty to falling would be good since you are able to easily recover using the grappling hook.
It should not be framerate dependent, but I did want it to shoot out a large number of flames so that it would look more like fire breath since I wasn't able to learn the particle system enough to do that, I should probably reduce the damage per bolt so that it won't kill you outright if you get hit by one or two. I have some ideas on how to tweak the tank to make it feel better and not get one shot at higher health levels as well. Right now it works by reducing the damage by a large percentage, but I might try out making it take a fixed amount of damage instead. Thanks for the feedback!