Thank you for the feedback! :D Yeah the visuals were kinda last minute. I'm glad you think this game has potential, I'm planning on developing it further so all the feedback I've been getting here is going to be super helpful
Horo Bunny
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Really enjoyable game. Gave it a few tries but couldn't defeat the giant enemies though. Having the game pause while buying upgrade is a nice touch.
Seeing the family at the window made me think that they were the health (house gets attacked and you lose a family member until you're the last one kind of thing).
The only thing the game is really missing is just some balancing on the enemies
The idea of the game is interesting but having the batteries needed to beat the game be the same for the flashlight makes it very frustrating because it feels like Im not progressing and just wasted time every time a battery is used automatically.
If you want to use the battery for the generator and the flashlight, adding a reload button would be good to make the player choose between seeing further or keeping the battery for the goal.
The art is amazing and overall I really enjoyed the challenge of solving the puzzles while being chased.
The only downside I have with the game is the controls. Holding S to drop from the platforms felt a bit iffy because I wanted to fall from the platform at specific times but had to wait for the character to actually fall.
Also having the double jump felt a bit unnecessary because I found myself double jumping most of the time.
Thank you for your feedback! I had plans to do a bit more polish but scrapped them when I saw the time ticking. I'll keep your ideas in mind if I decide to expand this into something more solid :D
And I'm glad you enjoyed the game!
I'll have to check why the music stopped, I feel like I missed a checkbox lol
I enjoyed the battles, really made you think on how to use your dice. The art style and story telling was great as well, was surprised to see such visual polish haha. I did get two bugs that soured the experience a bit though. One was Bernard freezing when it had a 1 die and could attack (not just charge up the attack). The other was a bug that happened a few times: the die I used would get stuck if I accidentally placed it on the border of the square instead of close to the center.
I found the battling easy to grasp. The fact you added tooltips to the effects was really helpful because I forgot to read the description of the game. The music was pleasant as well! I'm looking forward to seeing what other games you make in the future :D
Great art style and sound design! The mechanic of possessing enemies is something I never get tired of seeing and you executed it well. The level felt a bit empty though, even when filled with dead robots. Sometimes it didn't really feel like I was moving around because of this. But overall really enjoyed the game.
The use of the limitation was interesting, gave a new perspective to the game although the only thing stopping you from going the opposite direction was the camera position.
Took me a bit to get the hang of the controls but overall it was enjoyable and challenging, a nice short experience. :D
Now this is just something extra but some visual indicator that you were dead/alive (like a different palette) could've helped sell the idea that you were changing between life and death.
It's a nice Jam game. Could use a bit of work on the jumping mostly, sometimes it felt like I was able to make the first jump but the game must have registered me off the platform already and used my second jump instead. Even for a horny game, the mechanic of roping an enemy is nice and different from the usual stomp/shoot, made it more enjoyable imo. And the final scene is just *chef's kiss* Looking forward to the next project you decide to make!