Really interesting concept! The hooks would occasionally spawn close together which made it tricky, but otherwise it's very solid, especially in its presentation and mechanics.
Dan McAlister
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I'm impressed you were able to create such a large game space in such a short time! It's a very unique game. I like the concept, but I also felt that having food gathering, hit points, experience points, and a hero watching you is a lot of concepts to introduce in a short time-frame, which created some confusion for me as a player.
This was an interesting role reversal. I like the concept that a random alien ship is chosen to fire on the human, but it threw me off to have the firing alien ship swap if I'm holding a shot. I think it might be more player-friendly to show a timer so that the player knows when the firing ship is about to change. That aside, this is good work!
Great work! The choices were interesting and the theme was unique. There were some conflicts with dragging papers when they overlapped each other, and I think putting the flag icons in the map legend would help the player better understand which country was which. Otherwise, I thought it was well executed!
I like this idea a lot, but I do have two pieces of feedback. One, I don't think the random chance of dying added much useful information to my decision making. Two, the hook aiming felt too random. The cursor would frequently go off the screen, but if I let the time count out it wouldn't use a charge, thus not increasing my chance of dying. There was rarely a reason to not wait for an ideal shot to line up. I would either force the player to fire the grapple before the time runs out, or give them a bit more control over the direction while keeping it mostly random. Good effort!
This is a cool concept. Most of the obstacles seem to rely on a single tool, like the jump to get over a hurdle. This leads to a lot of cycling through actions until the necessary tool is available. I think the design could really shine through if more obstacles were designed such that multiple tools could overcome them, making it a game where the player has to adapt based on the tools available rather than just cycle for the right tool. Good effort!
Good effort! I really dug the art style and the work put into the characters. That said, there was a lot of front-loaded information that makes the game difficult to get into (something I also struggle with). Also, it was a bit unclear what to do in game, there could be more feedback from the characters when you give them milkshakes to better understand what the impact of that interaction is.
This is a good concept, and I like the abstract aesthetic. My major feedback is that the game requires a lot of precision, but the time between a missed jump and an eventual re-spawn drags out too long. Other platformers that demand a lot of precision (think Super Meat Boy) respawn much more quickly, which prevents the frequent deaths from being too frustrating.
Great effort!
I really like this! I think the mobius strip concept is extremely well executed here, and would love to see that expanded on. That said, I don't think the one jump limitation made the game better. The jumping limitation never made me think or consider differently, it just made me restart the levels over. Overall though, i think this is really stellar!
Good idea! I second the previous commenter who said there doesn't need to be two buttons for the lights, a toggle would feel more natural. I know it was made quickly, but consider how to make the player really think about how they use the lights. At the moment, the player doesn't need to pause and consider.