Stack overflow errors on macos unfortunately
Gwelkind
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Alright, I was able to play it now on desktop. I love the art, especially the boss and the main character. Game feels juicy, thoughtful, good pacing, and thoroughly enjoyable. I liked the story element too, it frames the game's content well.
My one constructive piece of feedback was that the collisions felt a bit off. Not sure if it was a timing thing or whether they were offset from the sprites. (this did not affect my rating, just a constructive tidbit)
Y'all put out a consistently high level of quality I've noticed, your games feel very thoughtful and well polished. They feel like they belong on the front page of newgrounds or addictinggames in the early 10's.
This game is really enjoyable to play, everything is very "slow panic" and it's super clear to figure out exactly what's happening and how to play intuitively-- you've done a great job designing the learning curve. The actual puzzles are simple, but satisfying, the the game is juicy as hell with all the objects feeling alternately like a light block of wood, or a delicate ball of caviar.
The indirect control is a very creative use of limitation.
Overall, this is great, one of my favorites :)
How you're probably supposed to play: Strategically shoot a few balls, and carefully dodge while they do their thing.
How I played it: Shoot so many balls that the level is over before they can kill you.
I seriously had so much fun with this, it's suuuuch a clever premise and it's nice that it challenges you from a strategy perspective early on, and depending on how strategic you were, challenges you from an action perspective as well.
You did a great job making this super crisp and juicy with minimal assets, very clever use of your own time. I love it.
This game felt so professionally done, honestly it was something I would expect to have to pay for on Steam. The retro CRT scanline effect somehow made it so much more creepy.
The eyes following you reminded me of Mario 64.
Man, I really loved this, the art was phenomenal, the puzzles were genuinely challenging and satisfying, the sound was just enough to feel quiet and unnerving, and there was just a lot of content here.
Hmu if you want to work on art for a game w/ me sometime, I really like your style.
Very relaxing, I like that the stress goes down when you rest. The pictures were so cute, and very well chosen. I loved the palette choice too. Such a genuine pleasure to play.
One thing I wanted here was a slightly pointier cursor. Especially when filling in single pixel details, it wasn't always exactly clear which pixel was under my cursor. Maybe highlighting the exact pixel you're touching would do the trick here. (Didn't affect my rating, just a constructive note:) )
Woooow, the ability system was so cool, the puzzles were genuinely challenging (with plenty of aha moments), the symmetrical warfare of other dopplegangers was awesome, although I still am not really sure how I should've strategized my abilities differently.
The pixel horror aesthetic is super strong here too. Nice work!
The anatomy is really well drawn and the aesthetic is so 90's "mr body" wild. I LOVE this game, it's so weird.
Stretching the arm, getting different facial expressions, the explosions of pustules when you get the wrong color all felt like the grungy surreal taste of warioware.
The music is professional. Y'all are a talented bunch.
Thanks so much for taking the time to get these notes down, and for being our first player :D
I've done a couple things that address your feedback:
- We added ammo & a "hard mode" (which neutralizes potion puddles when they mix) to hopefully get players out of the corner and running around
- I've added a couple special potions which come up rarely: "bomb" and "health" both of which benefit the player, rather than hurting them.
You're notes were seriously invaluable, I think they've helped us bring this game to a much more completed form, so seriously thank you, you have a great eye for game design and I loved trip+trap a lot.
If these modifications would've affected your rating, we'd be super grateful for re-evaluation :)
Incredible game. Extremely polished, great art, awesome use of the limitation, even the title is catchy.
I had so much fun with every single level, there's clearly a lot of attention to detail and love that went into the level design and there's a ton of content.
My only note is that I think making the wall jump a little stronger would feel better. While it's totally doable as-is, it made some things mechanically challenging that distracted from the more interesting challenges of the level (strategizing).
I would also love if "w" was a jump key in addition to up arrow, since S&D do work for movement, but that's personal preference. (These constructive notes did not affect my rating, I love this game so much)
Hey Digitaldude!
Thanks so much for your notes, sounds like you found the dominant strategy! To address players who are too clever, like yourself, I added potion "ammo" and "hard mode" (neutralizes potion puddles when they mix colors).
Hopefully this will make the game more challenging and keep you moving.
If this affected your ranking of the game, re-evaluation is greatly appreciated :)
I went ahead and made two changes per your your notes. I've added ammo pickups to motivate player movement. I've also added "hard mode" (on by default) which creates the effect that overlapping potions of different colors are immediately neutralized and will not hurt enemies.
I think you're right that this gets the player moving and makes for a more exciting game. You have great design instincts!
If these notes affected your rating of the game, re-evaluation is greatly appreciated :)
Just tested on web, but it gets stuck on the "You have selected keyboard controls" screen and doesn't continue-- possible regression? Testing on Chrome for Windows.
Lmk if it gets fixed and I'll play today. Otherwise, I'll test on desktop when I get back to my computer later tonight.
(Haven't rated yet, none of this will affect my rating!)
I got to 254!
I loved this game. The concept is very cute-- I've heard that are scared of cucumbers b/c they're evolutionarily primed to be afraid of sneaky snakes which look similar.
The strategy of having to double back in order to attack and avoid the health cost of jumping was very clever. Makes you choose judiciously when to use which move in exciting split second decisions.
The character design and level design was very cute and funny, especially the rocket pickle, and it meets the limitation well. Nice work!