Lovely aesthetics and a nice exploration of a simple concept! It got a little confusing at times trying to remember which key swapped to which dimension, but overall I think it worked really fluidly. The ending was fun too. Nice job!
Fiddlebog
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I agree with what's been said already, it almost felt more like a horror game than anything else! Being pursued was frightening when you'd enter a room, turn around, and whap! Regardless, amazing looking game! I may have discovered an exploit where you can use the dash forward to pass through locked doors, eliminating the need to find the keys.
Got the treasure! It was a little frustrating sometimes when an eel would randomly decide to look my way with no warning. I'd suggest making them turn towards their new direction over time instead of snapping from one angle to another, that way the player could have a little more information and plan ahead!
Nice entry! Sure your development time was over, but the art and music are great and the puzzles are good too. In a more flushed out version it would probably be easier for the player to have each mechanic introduced separately instead of all at once in the text dump at the beginning. Still fun to play though! I averaged 2 stars across the board.
Really solid submission! The variety between cell types was fun and they all had different enough playstyles to make them feel worth separating. At first I thought the platelets were going to be problematic, but even they felt well balanced. The only thing I would change is the cell type prompt that shows up each time the level starts. Initially it was helpful, but after a bit it felt like more of a disruption to your gameplay loop than anything else. Having the option to skip that phase would really smooth out the transition from one section to the next.
Very polished in terms of aesthetics, but the gameplay itself is a bit lacking as the enemies just slowly move towards you and all have the same firing patterns. A couple easy ways to spice it up would be to have them spawn anywhere around the edge, or mix up where they aim relative to the player. Also, the leaderboard was a nice touch!
I really liked the idea that there was no distinction between player/enemy bullets and that everything could damage anyone. For a game like this, though, my only suggestion would be to ramp things up a bit and make the player and enemies move faster. You could also make the bullets bigger to increase their threat and presence in the level - as it stands it feels like they are not much of a threat. Just a thought!