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ff&friends

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A member registered Jun 30, 2020 · View creator page →

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Totally won me over right from the tutorial start screen, execution is super elegant. The emphasis on creating images through lines helps to push the theme into a 'connect the dots' reference, but it does really edge on feeling like actual 'connect the dots' and losing the theme something being reversed.

LOL love that my mobile sensibilities ooze through this project - thanks!

Thx thx <3 lol so I didn't even notice that it was a Bill Cipher ish character until somebody else pointed it out to me. I swear I was just trying to go for basic geometries and a clean colorstyle! I guess all roads lead to Gravity Falls

Thanks so much! Yeah the game is unfortunately quite incomplete so the win/lose state hasn't been defined yet. Vibe check is definately one we're proud of though!

Hey! Thanks so much for your words. Yeah sound is a bit much, note taken! LOTS to do for gameplay though on our end :) :)

hey thanks so much! Yeah 😂 kinda put too much time into concept and art but didn’t manage stick the landing

This is my favourite golf game so far this contest! The art is fantasic, the little vent cutscene between levels is great and I really love the fast pacing of the levels. I think you could have pushed this element further, as you can really play at high speed and it feels very satisfying when played at pace. Really good job all around.

Really satisfying to play, great animations and sfx. Nice progression and feeling of growing in power. I would have liked the bite to gain some sort of additional effects as it leveled, as levelling the shots feels more rewarding. After playing for a bit I also stopped bothering to move using WASD and just bit my way around. It also seems very hard to lose, I eventually just had to stop playing, rather than dying to the enemies. All that said - one of the best games I've played so far, great job!

Well that was unexpected! Best gag entry we've played so far, it was really unpredictable and I loved the character building with the breakup. Felt very Warioware, but building on the character. The art was funny and served the gag well. Nice!

Love the effects particularly the poofy smoke, I think the proposition is really strong. Like the meta-ness of using the UNITY interface but would really have liked more in that direction!

Sick apple game bro. Best apple game I've played so far. Risk-reward EXTRAVAGANZA. Literally better than Apple the company.

Really nice asthetic! You captured the precice and frustrating nature of Flappy Bird very nicely.  Your art is great and it was a clear and complete project. Good job!

Actually could be quite a fun game, but please increase the size of the UI and add some hot keys so I don't have to click on tiny buttons.

I understood clearly that the camera was controlling the movement instead of the character, but they do end up being functionally the same. I like the theme reinforcing the reversal though, I like the concept! I wonder how you could make the reversal into something that mechanically is fun!

It would be great if there was more emphasis on the enemy turret placement, and more strategy in choosing units to throw into the dungeon. But I was able to engage with the strategy already very quickly and that makes it quite successful.

Hey there, thanks so much! We did have a strong concept but didn't really make it but appreciate it :)

SO obvious, relatable and brilliantly executed. Great work!

The highest praise that I could possibly give. Perfection!

It's great to see people vocalize the want for a fast-forward as I didn't even consider it, but it'll definately be on my list if I build a similar concept to this in the future!

Definately with you here, the mechanic is pretty promising but the logic needs to be better described through feedback in order for it to truly be a minimalist and intuitive experience. Thank you for playing!

Thank you so much, and its great to hear you attempted the levels more than once and found different ways of solving the same level! It's so hard to tell there are actually other options since I have my own optimal way of solving each level lol.

Haha, thanks! Mini-metro was definately the epicenter of the moodboard for this project AND FOR EVERY FUTURE PROJECT.

Thank you so much! We usually make mobile games so I'm so glad our concepts feel like they would still translate well to our main platform even when its not intentional >.<

Hi, thanks for the suggestion! Yeah a pan/zoom for the camera would definately have put the control of composing the arrangement in the hands of the player instead of us lol. Probably would have saved us alot of time!

Thanks for playing :)

Wow, this was really well polished and well presented. It looks very simple but its actually really elegently executed. Nicely done  :)

Yeah I don’t think the resetting on disconnect is the best option at all - I think we have a way forward with the logic now though >.< 


trying to solve the level once the shapes have become ‘dirtied’ is basically impossible - good eyes! Thanks for playing :) 

Thanks so much! Yeah the system needs a considerable more amount of polish for it to react as the player expects it to - but post jam we've thought about it and have a solution now.

Thank you!! :)

Haha, yeah I totally get you . The inconsistancies need to be ironed out for it to be a fully controllable system :S :S

Thank you! After the feedback from everyone we finally figured out where we went wrong with the design - there should be directionality to the filter because it makes the controls a little wonky, so your suggestion of having a direction is right on the money! I think it basically solves all/most of the problems we created in this concept and hopefully maeks 'misclicking' less painful and less likely. Thanks for the feedback!

Thank you :) Wish we had a tad bit more time to refine the mechanic but I'm glad it entertained!

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Thanks so much! [I really need better onboarding if you got stuck on B, oops... lol]

This turned out great, but I think there's something even cooler hiding in this mechanic that you made.

Gut feeling is that it wants predesigned levels or SOME predesigned sequences (either small or long) that can allow players to anticipate (rather than just react) to the game. I think it'll give the player a sense of mastering the game (eg. DDR or Beat Saber) - but that's just a gut feeling!

Really incredible idea! I think this game makes most interesting + unique use of the theme out of all the games I've seen so far.

Great art and colors, but the idea shines the brightest! I think the only issues I have are regarding gameplay. The best part of the game is creating these chains + traps and using them at the perfect time. However the enemy count up so quickly that you have to burn your chains faster than you have time to set them up. 

Amazing job, the crowd goes wild! It's such a compelling experience, but it ramps up a bit too quickly really get into a flow state.

It makes me wonder if the mouse is actually the most tedious part of the game, and perhaps linking all the holes with key commands (directory on enter) would make it an easier to use + more fast paced and interesting experience. 

Yep, there's more to do with the logic of the aliens but not because of time! Honestly could NOT figure out how to resolve the logic lol, it's like ALMOST there but there's something about it that makes their movements unpredictable and odd.

Very very mini metro :P

The polish jumps out hard, really elegant design that removes as much UI from the screen as possible.

Genius idea - the intro sequence and onboarding are so charming (+ effective) and I ended up digging the art of the game because it fit so well. The screenshots + thumbnail don't do this justice!

Haha, thanks for spending wind-down time on our game :) There are DEFINATELY some things with the logic that haven't been quite ironed out yet, so honestly its confusing even for me sometimes haha...