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grzykiel

65
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A member registered Apr 02, 2020 · View creator page →

Creator of

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This is a great start on a solid concept. The controls were a bit frustrating, particularly for the blocks (though admittedly I was using a trackpad). But overall definitely something worth developing.

Fun! I'd love to see it developed further. Some sound effect for the little dudes dying would have been great to add a bit more 'juice'.

The bird's random movement was more a bug than a feature, but I wanted to know if players would find it frustrating or a fun challenge  -- so thanks for the feedback!

I really liked this game! Unique aesthetic. The mechanic works well in its tradeoff of working for you and against you. Great job!

Unfortunately a bug (couldn't use attack button after dying) prevented me from getting very far, the visuals are great.

Took a while to figure out and get the hang of, but once I did it was fun. Great mechanic!

Thanks for playing! The visual theme was based on Aztec designs.

Potentially fun challenge, especially if there was time to create a difficulty scale. I was a little confused who the 'cheaters' were.

Fun. I liked the frequent power ups (power downs?).
 In a conventional survival game there are rewards for surviving and killing enemies, but there are also consequences like sustaining damage. It feels to me that there should be some consequence for not dying in this reversal. I don't know what that might be... just food for thought.

🐦

Love the concept and presentation. I got stuck though on level 4(?) unsure how to flip over using the corner tile.

An elegant concept. I can see it developing into a very fun game.

I liked the concept and found it fun!

I think it I'd find it even more fun if the ship moved faster. If you develop the game further, it would be great to have higher stakes - like a time limit or a health limit, or another ship to race.

The music really suited the game.

Well polished and a lot of fun. 

I like the death/Underworld theme and the art for the bosses. I couldn't tell if the ability to move had any effect on the game play? If not, a suggestion would be to make the damage proportional to distance from the enemy, something to make the platforming and dice rolling work together.

Initially I felt the die rolling didn't have much point -- like I'm just going to keep rolling "turn" until I'm facing the direction I want to go, and the die just slows the the action down. But once I read another comment and realised you could line up multiple of the same type of action it became more fun trying to choose different actions to compensate for the previous rolls.

Overall it's an effective proof of concept with a unified art style.

Oops 😕 I probably should have included a level restarter for that.

Thanks for playing!

Yeah the physics for the different surfaces ended up a little buggy and definitely could have been utilized more to better explore the idea.

I also realise the viewport is a bit small but underestimated how disorienting it could be for the player - so thanks for the suggestion.

Thanks for playing!

Thank you for taking the time to play my game and make a video playthrough!

Yes I'd like to expand it and include things like extra charge points for the drone. Thanks for the feedback!

Thanks for the feedback :)

Fun and unique! The controls felt good, especially the spinning. The beam could maybe be improved with a charge-and-release or something like that.

Easy but fun. It would be great to see more challenges. Great visuals. I kinda want the game to be called KILL. THEM. ALL.

I found it pretty hard but I think it was well designed. Great idea and well executed.

Thanks for playing!

Glad you enjoyed it!

Thanks! I would definitely like to expand it.

It was in the stage where the grapple is introduced. I think it was while trying to get onto the top left platform. Must have gotten past the collider somehow and then couldn't get out.

Yes very much Boston Dynamics inspired, and I've had a few comments on the walking speed so I'll have to tweak that. Thanks for playing and thanks for the feedback!

Juicy! Great assortment of abilities - could be expanded into a decent metroidvania. My only critiques are that the grappling hook level also introduced square blocks which made me initially assume only those blocks could be grappled. Plus I ended up stuck in a wall somehow. Great entry overall!

Really interesting use of a mechanic which is both an advantage and a disadvantage. I would have liked some sort of visual indication of how close I can approach blocks before they attach, but once I got a feel for it the game was quite fun. Nice!

Unique concept! I found the reset from falling with the bird a bit frustrating, but it's a cute game with well designed puzzles.

Thanks!

Sad that you weren't able to upload properly because I like the 1-bit style. I look forward to playing it after the jam.

Oooh OK I should try exploring more then :)

Nice design and polish, though I struggled a bit being colourblind.

I like the style and the concept of lots of little things with physics simulation. The controls were a little too wacky for me though, I couldn't manage to open the cage!

Cool concept. Felt a bit slow to get started. I'd love to see some other types of challenges in future iterations like different terrain or sheep with different types of movement.

Wow. I want to say that the control is difficult and the sound is annoying, but they both perfectly convey the struggle and urgency of being strapped in a chair to a bomb, so can't really fault that. Only nitpick would be that the bomb was a bit guesswork-y, though that too adds to the panic trying to piece things together. Overall very original and well-executed :D

Thank you so much!