Incredibly funny, I love it. This is what gaming should be.
donnellca
Creator of
Recent community posts
Got a 6:30 time on my first timer mode attempt (mapless :))
Really fun, short little horror game. I love the art style, the cute character contrasts with otherwise quite gross and creepy environment nicely. There's quite a bit of personality packed into this small game, even just in the loading screen and menu.
The presence of the monster provided tension, however I almost felt too safe since you're only in danger in the hall and there's not many spots where you can't just dip into a room/shortcut. It's mostly just a nuisance (especially in the timer mode).
5/5 for a short free game.
It's a fun concept, but a little too simple. More than one enemy type, more than one attack, or a upgrade phase would've really helped the game. Also, I would've prefered "reach X number of kills to start the next wave, lose if you run out of time" rather than "reach X time to start the next wave, lose if you haven't killed enough by then". The current way leads to a lot of just waiting around.
Awesome concept, it has the bones of a very fun game (pun intended)! I really liked the exploration area where you could hop over the big plateaus to get more bones.
Fun tidbit, you can escape from the rock barrier on the farm by sprint jumping. I made it to the edge of the ground texture and figured there wasn't much more to break.
Very reasonable platformer, I don't need to reiterate too much of what Zack said but yea, it's a little floaty and certain things don't feel great like falling off the edge of a ledge when you meant to jump, or sprinting into a jump only to suddenly lose your forward momentum. The level design was pretty good, good variety and use of enemies. Would've liked some checkpoints though.
I played this after watching Zack's stream, so I won't reiterate what he said too much - obviously the story is well written but disrupts the pace of the action-shooter gameplay, and the bullet-hell-like enemy onslaught is very challenging. That said, it's a fun, polished little top-down shooter underneath that and I had plenty of fun playing through it myself. Once you realize the boss attacks are short range and you can just cheese them by standing back a tiny bit, they're actually pretty easy and the smaller enemies are more of threat.
That was a lot of fun, the player has to be very active in attacking for a tower defense which makes it very chaotic. I really liked the mechanics, raising minions and blowing up crowds of enemies was very satisfying. I did feel like my growth potential was stunted since I couldn't use any of the lair actions more than once, it kinda meant as the levels got harder your only recourse was to be even more active with the exploding bodies and spells until you simply got overwhelmed.
Fun game, there's a lot of tension. Since it's much harder to hit an enemy once they're close to you and sprinting, you have to be a bit cautious and explore slowly. The fog, the music, the low-poly art, it all works well. Short and sweet, it gets the concept across quite well. I wouldn't mind playing a full length game of that. A few notes:
- It's pretty hard to recover the arrows if they hit the ground cause you can't see them!From an enemy it's not so bad because there's better contrast.
- Dying and respawning caused most of the enemies not to spawn, except the very first and the very last encounter. Had to restart the page to get the enemies to spawn normally after death.
- You can definitely "Skyrim" the surrounding terrain (aka sprint and jump up the side of a mountain) and fall off the map, lol
- It's a little bit laggy on my laptop when you spin around too quickly, not too big a deal but something I noticed
Early game is challenging, keeping energy generation vs defense balanced took a few tries to get right. Mid game (up till about round 30) still takes management but is mostly just balancing adding weapons whenever the waves get past initial defenses to adding energy generation. Once you get to late game energy gen quickly outpaces spending ability and you're sitting there with 1000+ energy. I fell asleep around round 50 and woke up and apparently had lost at round 228. Would've lasted longer if I'd bothered with pathing, that was just with the waves following the shortest path but maxed out weapons.
I usually get bored with this type of "interactive-narrative" game, generally they just feel like they should've just been made into a short story and the game aspect was tacked on to be different. This game, however, not only works with the format, it is elevated by it. It immerses you in the story.
Perhaps a "hacky" solution would be granting the multi-jump power-up before you jump out of the clouds? That would allow for you to reach your destinations faster or skip sections entirely, with basically no refactoring.
Also, if you ever want to add a 6th ending I really wanted there to be more to the creepy guy who gives you the running power-up. I noticed he disappears when you give the wood to the fire, but he leaves behind a "hole", or some kind of black space, which could easily be a door to... somewhere.
Super fun little game. I got the "proper" ending (A) first, then E and B on my own, and finally with a hint from the comments got C and D. Really fun, good story telling, lots of interesting characters, the world feels "alive" despite the somewhat meta understanding many characters have, a few red herrings to make you question yourself (at least I think they're red herrings, unless there's a secret 6th ending xD).
One suggestion I'd give, because of how similar you have to start to reach most of the endings, would be to add a way to go back to certain checkpoints. Like immediately after getting the multi-jump power-up or after collecting the wood. It was a little tedious to do basically the whole story over multiple times, especially considering how much dialog is involved (good dialog, just tedious the 5th time you're doing it).