Two games, one story is quite an interesting concept! It would be awesome if you could play in both stories with the same game (the game detects if it's open in another window, if it is it plays the side story with the wizard). I'll make sure to check out the rest of the branching corpses games, they sound like an interesting bunch.
despedite
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It's a pretty nice concept for a narrative game. There's this game on mobile, Seen, that is pretty similar to this idea of having a story be told through text messages - except that here you can talk to more than one person. I think it'd be neat if when you shut off your computer, you can keep talking to these people if you've helped them through the night, kind of a continued narrative sorta thing.
Thanks for playing, Nick! Glad you enjoyed it.
The levels are actually numbered, it's just hard to see the numbers on the sprites (the color of the number and the background blend together). Originally you were supposed to unlock levels as you went with branching paths (with two levels beaten you can either go to Lv. 3 or 4), but that didn't make it in this build. I'll re-add this feature and make the numbering clearer in an update :)
This is super impressive and fun, especially for having it made in two days!
I'd totally play a full version of this, especially with a co-op splitscreen campaign. This game has a lot of cool mechanics at play disguised as a silly milennial game - the only nitpick I have is that there's no way to go back to the checkpoint - in some cases after failing a jump you have to wait up to five seconds for it to restart.
This game is extremely creative and it's super fun to try and come up with the solution to these 3D puzzles. (And I thought Sokoban was dead.)
But yeah, honestly, the addition of a new dimension gives these puzzles a lot of depth that couldn't be constructed on a 2D plane. Only complaint I have is that the mouse sensitivity could be adjusted - apart from that, great job!
FUNDAMENTALLY, THERE'S A BIG RAT IN MY HOUSE AND HE'S HOT HELP IS THE GREATEST GAME EVER CREATED, AND NO OTHER GAME CAN REACH ITS CALIBER. WHEN THERE'S A BIG RAT IN MY HOUSE AND HE'S HOT HELP WAS RELEASED, IT RAISED THE BAR OF THE VIDEO GAME INDUSTRY TO A POINT WHERE NO OTHER GAME COULD PHYSICALLY EVER BE BETTER THAN THERE'S A BIG RAT IN MY HOUSE AND HE'S HOT HELP, OTHER THAN THERE'S A BIG RAT IN MY HOUSE AND HE'S HOT HELP ITSELF. THERE'S A BIG RAT IN MY HOUSE AND HE'S HOT HELP FOREVER IS AND WILL BE THE GREATEST VIDEO GAME OF ALL TIME. YOU CAN EXPERIENCE THE BANANA FILLED DRAMA. YOU CAN GET RAT DICK AND ALL THAT SHIT. IF SOMEBODY ASKED ME, “WHY DO YOU LIKE THERE'S A BIG RAT IN MY HOUSE AND HE'S HOT HELP SO MUCH?”, YOU KNOW WHAT I WOULD TELL THEM? I WOULD TELL THEM THERE'S A BIG RAT IN MY HOUSE AND HE'S HOT HELP IS MY SOUL, IT IS MY FUEL, IT GIVES ME THE STRENGTH AND ENERGY TO WAKE UP EVERY MORNING AND KEEP GOING. THERE'S A BIG RAT IN MY HOUSE AND HE'S HOT HELP IS SIMPLY GOD’S GIFT TO THIS WORLD. BEING ABLE TO SIT DOWN AND HAVE A GOOD OL TIME ON THERE'S A BIG RAT IN MY HOUSE AND HE'S HOT HELP. IF YOU PLAY THERE'S A BIG RAT IN MY HOUSE AND HE'S HOT HELP, YOU’RE ALREADY ON A HIGHER LEVEL INTELLECTUALLY THAN THE MAJORITY OF THE POPULATION. THAT’S SIMPLY BECAUSE THERE'S A BIG RAT IN MY HOUSE AND HE'S HOT HELP MAKES YOU SUPERIOR TO THE REST OF THE HUMAN RACE. IT STIMULATES YOUR BRAIN CELLS THE MORE YOU PLAY, WITH EVERY DIALOGUE YOU DISCOVER, THE MORE POWER YOU RECEIVE. FOR EVERY THANOS CAR YOU GLANCE AT AND EVERY RAT HEART YOU BREAK, MORE POWER GOES TO YOU. THE MORE YOU PLAY THERE'S A BIG RAT IN MY HOUSE AND HE'S HOT HELP, THE MORE OF A SAINT YOU BECOME, UNTIL YOU PLAY ENOUGH THERE'S A BIG RAT IN MY HOUSE AND HE'S HOT HELP TO REACH ULTIMATE GOD STATUS. THERE'S A BIG RAT IN MY HOUSE AND HE'S HOT HELP IS THE GREATEST GAME EVER CREATED. 10/5 HOLY SHIT AWARD.
But for real the comedic factor is all it has going for it, and it does that well, apart from the memes spliced in-between. Just my opinion, but the game would've been equally as funny without the T-pose and thanos car. Not following the theme aside, this is a fair enough entry, and it seems like you and your team had fun making it.
I do quite like the idea of this game mechanically! I feel like there should be a way to know when the sheep spawn, something like an indicator or clearer spawn points - otherwise you might be on the other side of the room and have no idea if there's a sheep coming for the painting while you're killing the rest.
Oooooh, gotcha. No, I couldn't get to finish the game, even while being able to reload (you might want to add that into the instructions in your page), I'd need some more hitpoints for that, or a way to get more hitpoints. I could just barely kill the last enemy far to the right with three of them :D
Also, what I meant with 180 was to be able to shoot in any direction by pointing the mouse at where you want to shoot, instead of being able to shoot either to the left or to the right.
Ooooh, I see. I'll give it another shot, then. :)
EDIT: Oh, now it's much more manageable. Just two nitpicks: firstly, I think the game would benefit from having a random chance that, after you kill a Night Star Bandito, you get some more ammo. Otherwise you don't have any incentive to shoot until the very end, because there's only so many bullets. Secondly, this game would be great if you could shoot anywhere on-screen apart from 0 degrees and 180 degrees - that's got to do with the game mechanics, though, so it's just food for thought.
This game is alright, but it has no endgoal to back it up, apart from collecting stars and exploring the worldsphere. Also, I'd much recommend that if you're making a first person game, you should lock the mouse. If you go off the game's limits, the controls stop working, and that's going to happen often in a game like this.
It's not a bad game per sé, but I personally feel like the suicidal themes that this game touches don't really go well with the googly-eyed character and apparently happy-go-lucky we play as, it doesn't complement the (recommended) music or story very well.
I managed to clear most of the enemies/suicidal thoughts, but is there any way to not get a game over, or am I missing something? Maybe killing an enemy could give you a bit more time before you part ways.
This game is alright mechanically, but it needs some risk to keep you hooked. All you do now is wait until the stars fall into the ground, avoid them, collect star dust, repeat until you run out of health. Maybe making the star dust the actual score + regenerating a bit of life, and turning stars more agressive / ocasionally making one spawn that follows you.
This game is an all-rounder, man. I'm actually surprised that not that many people have played it (maybe it has to do with the thumbnail). The music is extremely fitting, the art direction while simplistic achieves the stealth-artsy game feel I think you were going for, I really liked the stealth gameplay, and it's all around a nice game to play and see, albeit a tad short. Good job!
I like the concept of this game quite a bit, but I feel like the momentum is a tad off. Say, when I click on a planet that's directly north of an asteroid I want to destroy, I click the planet, release at around the same time the ship touches the edge of the planet, and all momentum grinds to a halt. Maybe a bit more deceleration could be needed?
It's alright. The main problem is that the mechanic of actually playing as a star-shaped object is a novel concept, but apart from the Doodle Jump like platforming, the game doesn't elaborate on it in a way that you couldn't with a non star shaped object. Also, there are a bunch of jumps that are way too precise for their own good. (transition from buildings to clouds at frag. 3 at the top of my head)
To be honest, I think this is quite shady at best. TheEpicLaunch's app doesn't have a professional logo, the only Google results for TEL link back to this page, and we have literally no idea what this app is all about - even the Discord has like 4 people and you all didn't take any effort to create actual categories, or even a server logo.
Thank you so much for the feedback! While the game's difficulty in my opinion is what makes the game fun, I'm working on making the game more accessible for people that might not be into this difficulty thing. Also, I've received a lot of feedback on keyboard controls - gamepad is mainly recommended because it's more comfortable to use and it has more feedback with the rumble feature. I'll work on some tuning for the people who don't have a controller at hand, which seems to be the majority. Thank you for playing! :)