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herebefrogs

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A member registered Jun 13, 2017 · View creator page →

Creator of

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Really rich exploration game. I love the simple pixelart, the opposite colors in opposite dimension, quite smart to have one extra standout color. And the music is gorgeous.

The one thing I couldn't figure out was how to select a dialog choice (e.g. at the avocado seller). What's the key for that?

I love the cute music and pixelart. The story and mirror mechanic well executed.
I couldn't pass level 04 though, the first mirror kept reflecting next to the other ones (as if they were one tile off themselves) and could not make a path to the light.

I'm a fan of 1-bit pixelart, but there is no clear visual clue as what may kill you and what is just decorum. Have that distinction would focus the game imo. Any reason why the pause button isn't the classic || symbol?

The music is super fitting and the shifting background quite whimsical

The idea of reuniting Yin and Yang is cute. I like the use of the Ikaruga mechanic (white dot bounce on black obstacles and go through white ones, and vice versa)
I'd love to see more asymmetrical levels for the game to be more engaging (those are hard to design, I do realize that)

The levels difficulty should be more progressive. The game jumps from level 1+2 without any obstacle to level 3 with an extremely unforgiving fall for a character we've barely mastered to control.

I couldn't "rate it 5 starts" (cute typo on the end screen ;p)

Love the pixel work and Pico 8 aesthetic. 

The style and controls of the game are very polished, great work there. The music is fitting.

I'd love to see some challenges barring my way from completing the puzzles though, because given I've got unlimited time, finishing each puzzle is a certainty.

Perfect, this was all I needed to know. Thanks a lot!

Thanks for your play-through and feedback, all fair comments on the game's shortcomings.

Sprite work and animations are my own ;p

It looks I have a bug with the crappy speech synthesis that was supposed to trigger every time the lead ship (the one with the yellow stripes) gets shot down to announce which wingman takes over command of the squadron (in itself pretty inconsequential to the gameplay).

This esoteric and philosophical game has more than first meet the eyes. The challenges grew on me!

The mirror is a bit weird to control/aim with, but I like the Ikaruga mechanic you got going on here (being impervious to the bullet the same colour as you). Awesome soundtrack.

Clean design, catchy beat, tough controls!

Lots of depth to this game. I love the pixelart and the music is whimsical.

I would lower the cost to craft mirrors to speed the pace up a bit.

Too much exposition during the tutorial to my taste, but this co-op game is hilarious! The Mirror-O-meter is such a good idea, and I love the shiptune.

Efficient game mechanics. Needs just moar levels! (I know making interesting ones is hard)

I like the art style and the claustrophobic atmosphere.

The mirror mechanic is nice, but what is the player incentive to move outside of the beam of light since they lose the ability to kill the incoming creatures? Maybe have multiple beams, some shutting off progressively, to have a reason for the player to take a chance in the darkness...

It's good enough to say 'controls: arrow keys'. No need to state that up is up, down is down, etc.

Intro music has a nice Tron/Daft Punk ring to it.

Quite a race to get all these mirrors in place before the 15s limit!

Any chance I could have a peak at the code/Github repository if public? I'm curious about the speech synthesis settings to achieve such an effect...

The size of the breasts makes me uncomfortable. It's objectifying women and perpetuating stereotypes in video games.

Neat game, good work.

I agree with Vykri's comment that being able to shoot in a different direction than the ship is going would make for more climactic battles!

I liked the details put in the cutscenes but they do last a bit too long to my taste.  A bit less exposition would benefit the pace of the game.

Glad you like it!

More interesting levels and bosses are definitively on my mind! I turned the game into an "infinite runner" to  submit something playable when I run out of time.

Indeed! Glad you liked it!

Please reload the page another time. Itch.io's iframe in which the game runs interferes with  key controls in ways I couldn't figure out during the jam, but on second page load it usually works.

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What an emotional and refreshing game! Great art style, writing, voicing, music and puzzles... I loved the experience!

It's almost a rhythm game, and the shmup becomes secondary to the experience!

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The thing is you know the keys to press to achieve this since you coded the game but we don't.

You can easily address that by editing the description of your game (this isn't locked during the voting period) and provide some clarify on this for the benefits of the players who will try it next.

As for this being your first project in that engine, everybody starts somewhere so don't beat yourself up and keep going!

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Please add instructions in the description about the goal of the game and the way to control the character. Everybody uses different key combinations, it's not a great first impression to kill the character by having to figure yours out.

Great idea and use of the theme. The level transitions are tricky though: for example, at the end of level 1, my beam touched the target but did not extend enough into the 2nd level that I could have a chance to win. Fortunately the last mirror was still selected even though it was off screen, so I managed to fix this. But I inadvertently led a mirror of the 2nd level off screen and there was no way for me to recover it once I selected another one. If this was addressed the game would be an amazing experience.

Nice work on the audio, adds to the atmosphere.

Nice work with the Web Speech Synthesis API, it's quite convincing!
I played a couple of times to see if I could prevent the black mirror from breaking!

I was using Chrome (90.0.4430.93) on Mac OS (Big Sur 11.3), but I wouldn't be surprised if it had to do with itch.io's iframe in which our games run. It gave me some trouble on my own entry.

I wasn't sure if moving slowly was an intentional choice or a technical limitation. Glad it's the later; when there is a lot to explore I like to be able to experiment quickly by moving around a lot, the faster the better.

I was super intrigued by the dog bitting me in the alternate dimension, and that kept me going to figure the mystery out.

One small suggestion: it took me a while to realize which key to use to sit the dog (for some reason I didn't immediately recognize the space symbol even though I'm a programmer, that's embarrassing ahaha) so I would encourage you to spell out "Space" in letters instead so it's more accessible.

Hilarious!

Smart idea that one soul can hang in the void so long as the other is on a platform. Definitively challenged my ingrained platforming habits ;p

But running ain't easy since you need to walk first. It'd be better to be able to run from a full stop by allowing Shift to be pressed before D.

Smoothing the controls would make this game even better!