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Hussain

27
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5
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A member registered Sep 11, 2015 · View creator page →

Creator of

Recent community posts

That's odd, did you press on the game panel before pressing space? And can you share what browser you were using?

Thanks for giving it a run!

The art is really cute! I tried a few times to figure out going over the bridge, and the different potential endings made me want to replay quite a few times

Absolutely top notch stuff! The theming and flavour is great and really helps just embrace all the craziness. The subtlety of the swings, particularly how wacking a ball at high speed just hoops it to the closest hole makes for a really satisfying experience. All the way down to the tread and mud marks left makes this an absolute delight. Great stuff!

Interesting concept! A bit weird that the lines only work in one orientation but overall a pleasant experience!

Switching the slime directions was a bit tough (had to read through the level solutions document!), maybe adding a bit more time between when the follower slime copies your movement? Either that or only I didn't have the speed to pull it off, looks like a couple other commenters were able to do it. Still a neat idea!

Wow the game is just oozing with polish! I find it so hard to prioritise and implement nice transitions or effects but straight from the menu to selecting and moving pieces looks and feels great! As everyone's mentioned a really interesting concept that seems like it really changes up the meta of chess. Good work done in a short time!

p.s. isn't chess AI notoriously difficult to do? Not looked into it myself but I've always thought it was a complicated system (maybe because I don't play chess much myself '^^)

Thanks for playing! And thank you for your insights, we're thinking about tying up these loose ends and this helps us get a better idea of which parts of the game to prioritise

An interesting balance between puzzle and platformer!

I really like the idea, but I think the timer between the torch and gun is too long. But still a lot of potential for variations of these existing mechanics (as others have pointed out!)

The photos are so great! I like the synergy of gaining health by making matches, very elegant design

Took me a go to realise I should be swinging people into other people, but I should have realised right away. Really cool mechanic, the crunchiness of eating someone and hitting other people is satisfying! Nice to see something of a different style after so many light hearted chill style games too 

Quite a fun idea! I don't think I can add much to the comments that already exist (hit detection a bit tough and some combinations are tough to figure out) but I like the settlement building up as you're going along

It keeps killing me off on the third level even though I have a life :( But idea is easy to understand and from those levels you have quite a lot to explore with it! Have to mention the crazy squelch sound at the end of the level too, nothing specific about it just acknowledging it :D

Feels like she moves just a tad bit slow for my personal taste, but a nice interpretation of the theme and unique way of showing it!

Damn I can't do (what I think is) the last level! The WASD controls were a little iffy, the way I hold the keys down to move around is weird but such a unique mechanic though, really quickly understandable and seems like a lot of potential depth!

A nice light-hearted game! The grabbing works well, and that's coming from someone who's tried implementing it ^^

Found it a bit tough to get used to with keyboard controls, but I have a controller on my desk and it felt really smooth using that! Really like the little touch of the balls appearing dizzy too

Thanks for the constructive criticism! As a workaround if you put the timer in the File Away Folder then it seems to stop counting, that's a bug but it makes the game more enjoyable for now :D

Yeah good idea! Since we can't add it in game I'll look for a way to add a little walkthrough with some tips on this page. I'm thinking of using the DevLog so it doesn't spoil it for people

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I would like #1 (Sprite Lamp) and #8 (Memories of Vegabond)

Thanks for hosting and for the concept, one map was a fun limitation to design around and the deadline actually forced me to finish something :D

I guess I need to send you an email? I'll do that now then

I've played Overcooked and I can definitely tell that it was your inspiration. It did take me a while to understand how to cook but once I got going I was just chugging along! This idea as a base has some good potential, I can imagine a lot of different things you can do to spice it up. If you do continue this idea I look forward to seeing what you can cook up! :)

This was really fun to play! I enjoyed bunny hopping everywhere, I think I also played this before you changed the jumping but either way you had a nice feeling jump :) I was really getting into the colourful world you were building and all of a sudden I got lost, I ended up back at the start point somehow! Overall I really like the aesthetic and feel and I'm sure low rez jam will appreciate it too ;)

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I agree with everything Naomi said. The game could do with... Mostly just bug fixing at this point. The premise isn't entirely faulty, dodging stuff and collecting other stuff is a big part of a lot of games! If the enemy car spawned in random locations (not sure if this was just me but it only went up one line) then it may be more challenging, but again I guess this is a bug. I actually do like the way the car bounces off the walls, I feel like if this was explored then it could make for a good fast paced dodging racing game. But for this game I would recommend some major bug fixing!

Love the graphics, absolutely adorable. The cloud shadows are a small detail that I will probably copy in my own games :P I did feel though that the digging mechanic could have been made a little smoother, by maybe using the same key to activate and dig. Also when rushing through I would occasionally dig in a diagonal direction, but I guess I was going too fast. Either way it was fun to dig around and control the little mole!

I just played a bit of Depict1 online and wow it's amazing! I was actually inspired by The Stanley Parable, but Depict1 seems like a step forward in this concept.

I agree that the start is a little quick, I think I was just worried that people would miss the twist >_< (Hence why the game was at a 1 star rating for 3 hours :S)

The boss is difficult, I should have saved time for better testing (or any testing!) so that issues like this could be caught out and fixed. The skip feature was added because even I couldn't stand to sit through all my dialogue again, so I couldn't expect anyone else to :P

Thanks for the comment Naomi!

I'm really glad you had fun mgnesium! A problem with twists like these is that they can easily be missed, so it's nice to hear about you going through the intended motions ^^ The final boss is quite difficult... My bad, I should have balanced it a little better!