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doodletofu

21
Posts
1
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A member registered Jun 15, 2020 · View creator page →

Creator of

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Massively impressive. Everything behaves exactly as I would imagine it to. Super clean, SFX is nice.  Well done!

Great job, really like it! I was glued to the game from start to finish. I love the baby amogus :)

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Looks good, feels good. All around a solid, polished piece. The  up arrow blocks rotating when you pass them really shows an attention to detail and is much appreciated.

I thought the player going offscreen was a bug too, though I see it was intentional. Perhaps an indicator of sorts would help show that? (e.g. offscreen arrows in Smash Bros.)

I love the visual flair of this game - nice color scheme, satisfying level up animation. I also really appreciate the variety of shape language and design across ships. The melee ship is my favorite :)

I would love to see this game with a twin-stick shooter control scheme - since aim is tied to direction it often feels like the player is better off simply turning in place.

Ooh, that's good feedback! I can see the fish reactions being modified to suit that purpose, almost like a combo fever system. Thanks for the inspiration!

Wow you had me thinking I was so smart but I was Algernon all along

I lost a good frog of mine today. He had a frog family waiting for him that will be waiting a long time. And the frog dog will be so sad.

Ooh, using a weight scale is new, I really like it!

The pastel look gives nice fuzzy vibes :)

Ooh, using a weight scale is new, I really like it!

The pastel look gives nice fuzzy vibes :)

Really engaging, really good looking, really cool spin on tower defense.

I have only good things to say about the core gameplay. Well done!

This makes me so happy, I played it through twice. An iconic game to pair with an iconic scene.

Ohhh man, this really creeped me out. Well done!

I didn't see the non-Euclidean / scaling portion of the game, was there something else to do after the unpacking and the...event?

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This is a solid game with challenges that are just the right level of difficulty! Movement feels good, good use of the theme, dig the pixelization/low poly look.

Mark is a nice flair too, haha

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This game looks so good! I really want to play it but I can't seem to do anything after placing down the first free mine. I pressed every button and keyboard and combination I could think of!

Please mine, mice of mine :(

Ah, I see the mine doesn't need to go on the mine itself and needs to be close enough for the drone to transport goodies. Yes...mice of the mine...

Haha, I don't know why but the perspective shift makes it so much cuter. Really reminds me of playing with toy cars!

The audio got stuck in a loop after the first driving portion, but the gameplay was still good enough to keep going. Props!

Fun concept and reference!

I did find myself just using my actual hand to measure though, the clicking and spinning was a little difficult.

Looks like we had similar ideas for mechanics!

I'm not sure if I misunderstand the controls or if it's buggy, but it's a bit hard to do anything. Press Q to scale doesn't seem to do anything, objects teleport into the walls when I drop them, and the wrong instructions seem to be fetched when I try to read them.

I do appreciate how it looks though and the story that I was able to get to.

I really like the look and premise! 

I think maybe the gameplay loop is a bit unclear - e.g. gaining score also resets your state? That feels a little bad when I'm trying to get big. That being said I spent a while just playing with the game, the gravity interaction is really satisfying.

It works on Mac in Chrome for me FYI

Love the look!

I'm pretty happy with the game, though I also have some irks. The goblins were fairly difficult to move, especially when trying to go to the head.

I couldn't really feel the power progression, I was basically only thinking about coal the whole time. With some tuning I think it could feel really rewarding, but still really impressive work.

Enjoyed it a lot! Great puzzling, controls feels nice (although aim is slightly more frustrating when small), aesthetic is very consistent. Really impressive.

Fun! Tough in the beginning but once you get large enough it gets exponentially easier. I ended up overflowing the score variable multiple times. Something to fix?