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flee135

12
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3
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A member registered Oct 06, 2017 · View creator page →

Creator of

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I love the concept, and the puzzles were very well thought out. It can sometimes be a bit confusing which hand controls which character, but I can see this working really well with two players.

Very fun! I like the arcade-y feel, and it's very satisfying picking up many ingots simultaneously and immediately having a massive sword

Very cute! I love the art and the chill music while I'm furiously clicking away at my charms :)

This is very clever and great interpretation of the theme! I love the first moment when you realize that the boundaries can be used, and the realization that your starting size is actually very small. That gave off some katamari vibes but in a puzzle game :)

This is a hilarious idea! I do wish we could see a preview of where pieces were able to move, as it's not always clear. There were also times when I was in check and didn't realize, and I was confused for a while why I couldn't make other moves.

This is a very polished game. I'm very impressed at how well thought out the puzzles are!

This was a lot of fun, and very satisfying when you get a hang of the jumping. I really like that the difficulty scales over time as well.

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Cool game! I noticed A/D could also be used to control the characters, but W did not scale the marshpillows. That would be a nice addition.

Ah, I think perhaps that was it, thanks for clarifying.

I love this game so much, and there were many puzzles that were very clever and incredibly satisfying to figure out!

The climbing was fun. I did try jumping to land that I thought was in bounds, but on landing the game was over?

Thanks for trying out our game! I'm glad you were able to find a way to play, though keeping the other player alive sounds very difficult :)


In fact, the original concept for this game was a single player or co-op wave based game. After playtesting with two players we realized we had a lot more fun making it competitive  and so that became our focus. Sadly there is a bool that toggles single and multiplayer, but we overlooked that before the submission deadline and did not expose that option on the main menu. It's something that would be easy to add if we decide to update the build.


Another idea that I had a day after submissions was to actually have a simple AI for the second player. It would incorporate the same pathfinding that the enemies currently use, and have simple triggers for the attacks. Potentially something else we could add as well.