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Enneagon

28
Posts
35
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9
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A member registered Mar 10, 2022 · View creator page →

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I liked this! Fun concept, fun execution. It took a little while to grasp, and it did get frustrating when something seemed to be sucked up only to fall down across the map, or when a small object would get caught on a larger one and get flung away. A better indicator of when it's safe to move without dropping anything would be nice. But that's a nitpick; this was really good!

Well, it's alright. Controls were a bit floaty, and a lack of checkpoints dragged the gameplay down.

Interesting. I like the way gameplay switches from collecting to dodging once you get the right size. The randomness of the food could be a little annoying. Stops being fun once food is flying so fast that it's basically random whether you get hit or not.

It was alright. I spent most of my time big, as the smaller ships were just too fast and hard to control. It's easier to hit with bigger bullets, too.

I found the game to be overwhelming, visually and conceptually. The font was difficult to read, the tiled floor was hard on the eyes, and without a tutorial I had no idea what the mechanisms were or how I was meant to expand on the production line. Which is all a shame, because it looks like there's a neat little tycoon game somewhere in there.

I liked this a lot! 3d models are great to see, and the mechanics all seemed to work (though I did catch one frog threatening to do 6-5 damage one time). I would have preferred a bit more of a challenge, as I breezed through the game without having to fear or strategize much. Really well done!

Super hard. All the different elemental abilities were cool to see, though I kept firing them off by accident when trying to attack while moving. If an enemy manages to get on top of you, it's basically game over.

Interesting! I had a hard time with the controls; the weight always seemed to originate from lower than expected, and the arc was difficult to predict. I can see someone with more patience than me having a good time with this, though.

Quick maths! Sometimes I would be on top of an item but not pick it up. And on the results screen, there were some items that weren't green, yellow or red, which was confusing. A good concept in need of some polish.

Simple, difficult, I wasn't able to get into the flow to survive more than ten seconds.

Despite the weird key bindings and limited graphics, I was having a good time... until I got big, got stuck partially inside a wall, and couldn't get small again or free myself. For a first Godot game, it shows promise!

Visually nice, but I don't really understand the gameplay.

After a rocky start, I was having fun slurping things up until the game crashed about 100,000 size points in. Shame, I wanted to see the end screen.

A little rough around the edges, but fun. It's easy to get softlocked if you break or collect something in Macro form that you need in Micro form.

I don't think I can fairly rate this because I couldn't get past the first screen. I jumped on all the things. I pressed interact while standing next to all the things. I changed to all the different sizes on the things. Nothing happened. Either something broke or there's some mechanic that isn't being explained.

Released in November 2023? Yeah, I ain't playing this. This is not in the spirit of a game jam.

The intro and visuals hooked me. Unfortunately, the difficulty of controlling the boxes quickly led to me getting softlocked when one fell through a platform, and the only option seemed to be to respawn all the way back at the start.

It's alright. I appreciate the parallax background. Could have benefited from more of a tutorial, since it took me a while to work out jumping and attacking upwards.

Maybe I just got unlucky with spawns, but compared to the amount of obstacles there was next to no dung for me to roll up. Combine that with the slow turn speed and short timer and it led to a frustrating experience.

Nice! The puzzles themselves were simple, but finding all the secrets is very challenging. Sometimes it's a bit fiddly to get all your pieces in the right positions without running into a laser or fusing back together. On the whole, I had a good time!

Found a bug. I shot the Blu-Ray and a new one didn't spawn, so I ran out of food and my poor little DVDs starved. Love the concept!

Yay!

The good: I liked just about every character. Exploring this bizarre world and uncovering all the zany interactions is fun and rewarding. I laughed, often.

The not-so-good: The combat system seems, well, intimidatingly overdesigned. Having to search through multiple menus to figure out what my options are and being overwhelmed by choice isn't great. I ultimately couldn't really figure it out and got stuck when I couldn't progress past any combat beyond the tutorial one. Ironically, there's also not enough of it; the searching and dialogue start to drag when they're not being broken up by any other gameplay.

Recommendation: You have more features than you need. Instead of trying to juggle everything, slim the system down and focus on just a few solid core mechanics. You've got something good here; keep at it!

Really pretty maps, entertaining characters, satisfying gameplay, and plenty of content. My choice for the winner.

An abruptly short but gorgeous little hack. I was disappointed that none of the trees shook when hammered, but I know that's a pain to set up. I had a good time with this.

Yeah, alright, I lol'd.

This reads as more of a demo reel for various hacking skills, like room transitions and battles. It's a neat start; I'll be looking forward to seeing what you can do a few months from now.

7.8/10 too much Wa

That's an error with the site; the two formats have similar markers. Rename it to .mod and it'll work fine.