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dreamray

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A member registered Mar 05, 2021 · View creator page →

Creator of

Recent community posts

Nice!

Lmao please tell me more about the bendy arrow that's awesome.

I love bright, sunny outdoor crawlers like this.

There's a little visual inconsistency in the assets, and I would've loved to see a more cartoony skybox.  Also, the frog's damage animation feels a bit more like it's jumping at me than taking damage.  Flashing monsters white or red when they take damage and adding some sound effects (SFXR is a great, quick way to make sound when you don't have much time) might be more clear.

Overall, very pleasant look and feel, and the music fits well; I could see this doing really well on a mobile platform.

Little issue with margins & background tiling on mobile device

Really cool!  I feel like it would benefit from elemental interactions and (if possible; not sure about the engine's restrictions) making the sprites a teeny bit smaller so there's more screen real estate for strategizing.  :)

Wonderful

Thank you!   I'm glad the mood came across and that you enjoyed it. :)

Fun prototype.  It may be helpful to have a little more consistency in what can be moved (an innate visual cue in the platforms may help with this- maybe using the blue there instead of on the player; you've done a great job making the difference between player and platform clear just by shape/size, so the color could be applied elsewhere) and some restrictions as to how.  I wasn't really sure about what the merge mechanic did and didn't need to use it to complete the game.

The music was great, and your visual cues for different parts of the level (player, platform, goal) were very strong, which helps a lot in a mostly two-color environment. :)

thank you!

Really exciting and great audio.  Just a couple of notes:

  • On the controls screen, it might be good to put that "A" in a different font that has a bar; looked like a ^ to me and I was super confused about the controls at first.
  • The top-right, top-left, bottom-right, and bottom-left zones are a shorter distance from screen edge than the horizontal ones, so the player has less response time.  May be something to keep in mind for difficulty tuning.

Cool little game.  I'd suggest working on tightening up your collision shapes a little; they register hits when the sprites aren't in contact.   Also, my coin total wasn't changing when I picked one up.  I'd love to see more yellow in the game itself, too!  :)