awesome for your first game!! adjusting to the slippery controls took a bit to get the hang of but the last level felt like a good test of my skill
Doeball
Creator of
Recent community posts
well done!! puzzles were perfectly challenging for me, and mechanics were introduced gradually so it wasnt too complicated. critical puzzle elements disappearing is a great way to set up the contradiction of a puzzle, and i think the goto statements were funny. overall this is a great idea that works well as is, but could definitely be expanded on too!!
holy hell
it feels like a mix of an incremental game like cookie clicker and an rts game or something, interesting combination!! i never made a lot of progress, but it was fun to see my army get bigger despite not really achieving anything. this feels like the kind of game that requires intricate balancing, but its fun nonetheless!
amazing presentation!! i think this is a solid concept for a game, and it was executed fairly well! im wondering if maybe the AI for the intruder is too smart, i managed to block off all the gems and i just never saw the intruder, maybe they could be less intelligent to give the player a chance to catch them?
managing this sort of system is very fun though! and its almost like a double role reversal, since you are neither the intruder nor the guard, but the dispatcher or something
and again, the graphics are incredible, stunning job!
slowly growing was fun, but the controls felt slippery, i think the player has too much air control to make adjustments while mid-air
the didnt seem to be an obvious path forward, which made it interesting trying to find the best way up in a good way
although i agree, im not sure how this fits the theme. i dont see a car in the game?
the drag and drop card ui is so intuitive!! it needed no explanation, i think it was a great way to let players interact with the world. exploring what i could use my cards on was fun, i got every ending after not too long! the particles are also good feedback for how the world is reacting to your input, like the stick being wet for example. if you want players to get every ending, maybe you could introduce a "speed" card or something, to make the player walk faster so you dont need to wait?
the system of cards being dragged onto objects in the world just seems easily extendable if done well, i think its a great idea!