Thanks for the comment. I was sort of leaning towards balancing the game to be difficult but I 100% get where you're coming from. If I decide to design another game that leans in the difficult direction like this I'll try to allow faster restarts and dialogue skips. Really appreciate the feedback!
DrBongoKingofTheKongo
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Amazing stuff across the board. Super interesting mechanic that applies the theme, great art style, fun puzzles. Hard to complain here. The only potentially questionable decision is to allow the player to access any level at any time. Admittedly this is in the spirit of quake, but naturally it makes pacing difficulty and new mechanics trickier for the designers. Regardless, great stuff.
Beautiful artwork. The sprites for the character and especially the background were really fantastic. The game also has a cool idea gameplay-wise. Sadly, I think the game wasn't play-tested enough as it seems that by far the optimal strategy is just building up as high as possible and then spam-dropping blocks when out of blood to regen, there doesn't seem to be anything preventing this strategy. I think if there was just something to discourage this it would improve the gameplay dramatically.
This one does a lot with very little. Really good vibe with the music and the art style on the furniture, super minimalist but it works well. I also enjoyed the sounds. They help emphasize the pain of when your tower collapses. I will say the furniture suddenly expanding and contracting was a bit bizarre but it's an interesting idea.