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VM
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This is really a great idea and I can see how you could go deeper into a self-generating text game. The only thing is that, I found that there were a lot more profiles tagged with video game than other hobbies. I was struggling to find a matching one for the reading profile, so maybe a more balanced pool of profiles would be better. And also the black outline merges when two profiles stack on each other. Anyway, nice work! Enjoyed it!
The models are really nice and the environment is really beautiful! I wish I could stop and have a chance to have a good look around. Besides that, the control feels a little bit weird because people don’t usually play a character in their side view, but I understand that it is very tricky to get a smooth control and also concerning the limited time we had. So overall nice work!
This is a good idea and I definitely see how it could go further. But it is really not that intuitive at the first place, so maybe it would be better to have that top-down overview image of the maze at the side when I’m playing with the lines, and some examples on how to understand 2D view in a way that we human could imagine would be helpful too. Cool game! Enjoyed it!
You art is cute l love it! And this is a really interesting version of rock paper scissors. But I would say that adding some background music would be more amusing during the gameplay, maybe street noise or a lively tune, whatever kind of music. And besides this, it is a little bit hard to figure out the time limit here since it is represented by words, and therefore it makes me confused about when is the final time I can still change my decision. Maybe a graphic indicator would do the work. Great game overall!
This is a really interesting game, and so is your understanding on non-human POV. It really got me thinking for a while. I really appreciate your tutorial / beginning words, since you make it very effective in bringing me into the mood and start figuring what you’re trying to do, the tone of your words and also how you slowly teach me about the game step by step, like having a conversation. Great job!
I believe it is a great idea, but I guess I didn’t manage to get the full meaning of it. i tried to figure out what those two bars below mean, but in the end I feel like maybe it’s better to have some indicators or whatever kind of hints to make things more clear. But I definitely see how this idea can go even further. Great job!
This is a fun game, balancing all the four stats, and I love how you print the images on wooden boards. But sometimes the items get too crowded on the UI for a while, so I guess it would be more clear if the UI is always at the top of all the layers. And besides, when the toilet model in above the sprite, the bottom sprite explodes instead of the toilet.
The shaking mechanic is good and I’m obsessed with it. However it wasn’t that intuitive for me at first since I wasn’t aware of the direction, so maybe some graphic instructions would be nice. And also, maybe I’m just being bad at this game and can only get a low score, but the flying animation is very short, maybe lengthen it would be more satisfying for players?
The void is so cute and I wanna sink into the void and cuddle with it. This could be a very interesting idea for a desktop pet or animated wallpaper, and the center of void itself could be the recycle bin, since it consumes everything you feed it. I really enjoyed it! Though I don’t why I constantly like to consider it as a black cat and it purrs when I pet it. Wish there could be more sound effects!
Thank you so much for helping me to experience the excitement of having a pet rock! Now I know so much more about how to get along with a pet rock! Critique: maybe it could make some noise? (Or maybe you do have sound effect and it’s just my computer not loading the sound) or maybe some little interactions to add more fun, like players could drag the hamburger and really push it into the rock’s face or something. A really interesting approach!
This is very soothing to play, the control is smooth, the sound feedback is effective. My only suggestion is that… usually on average it was after the 9th drag when I found out this game had an increasing difficulty curve, that the time you have for dragging the item to the bunny is shorter and shorter. I guess it is because directly dragging the item is a very simple task and it usually takes around 1 second to do that, so for the first 8 items I always fulfill them in under 1 second and I don’t find the difference among these levels, until the 9th item when the time limit is suddenly shorter than 1 second, and for me (or even players in general) this could be a drastic change in level difficulty. Maybe the curve could be changed a little bit, or the way of how you present increasing difficulty could be changed? I don’t know. But in general, I feel cute playing this game so thumbs up!
Love the aesthetics and music! I love your idea of giving your adorable pet so much unadorable pressure in this adorable environment with adorable music, I enjoyed this contrast. I would like to see even more pressure, I mean level difficulty on player, because blobfish survives not only because of outside pressure but also inner pressure, right? (According to my middle school science class so I could be wrong) Balancing the pressure could be a further step in making this game more challenging.
Some bug feedback —— the resolution is bigger than my screen even when it’s in fullscreen on my computer, but maybe it’s webgl’s fault, maybe. Dumb webgl. The hit boxes are not that accurate.
This game is really beautiful! The visual is absolutely amazing! One thing that made me curious is those triangles, are they flower paddles or broken glasses? Or both? Especially after the slashes and the screen with torn into pieces, and those pieces are mostly triangles, it really gets me into this idea that these broken pieces would transform into those triangles in the beginning animation, it would make a smoother connection between scenes. This is just my personal taste on the aesthetics, you don’t have to really take it as a serious advice. I definitely enjoyed your game so much!!
The cactus men look cute. I really love your idea that it takes the player a little while of time to adapt to this new left-right system, that the first playing the game is really not that comfortable and intuitive, and then as you play, you kinda develop your own strategic plan. The background image did distract me in a subtle way, I can’t figure out why, good level design. I would really love to play it with some music and sound effects, or some visual effects when you twist the direction.
I really love the fish sprite it’s so adorable! I notice that the direction of the pointer doesn’t match with the fish, actually I don’t really dislike that, I think that’s level design! But I did happen to ignore it in the first place, I thought it was just another decoration thing like the stars behind the fish. I guess maybe giving some kind of guidance would make it better? In addition, I’m surprised that there’s no punishment when the fish is out of the camera, and sometimes my fish is already below the camera, but the pointer is still above the edge, and that makes a really interesting experience. Anyway, enjoyed it!
Gosh I opened your game as soon as I saw your game title and the simple description. This game is clean, straightforward, it has so many meanings, primitive, figurative meanings, educational meanings… Anyway, if I have to say any critique, then maybe the player experience is a little bit flat from the first press of key till the end? Maybe there could be some variations in the gorilla’s sound, the pitch could go higher when the lady came closer, to add more playfulness to the gameplay.
This is soooo adorable!!!!! Love how you pace the stroke with key pressing, you make it very smooth, just as how I would imagine petting a bunny. One thing I do notice is how you handle the stroke bar. The friendliness bar is easy to understand, but it did take me some time to figure out the stroke bar. I thought I could release the space bar at anytime, since it is a diminishing bar, and the bar doesn’t have any indicator on it while I’m pressing the key until the release word pops out in the end. I think maybe it would be more intuitive if the diminishing bar is instead an increasing bar? Like the fishing part in stardew valley but obviously an easier version, where you hold the key, the bar increases, and you release the key within the range of a certain midpoint.
Love the aesthetics! I don’t know why but those little hands hanging on the handles look really cute to me. so do the trees, but sometimes when they’re coming towards me, the sprites get so close and so large that they block nearly half of my sight. Maybe you could make them slender or make some holes among the leaves? I don’t know. The rest of the game feels very comfortable and enjoyable to me!
I guess you could increase the initial speed a little bit since it feels really slow in the beginning. The bike sprite doesn’t change to the original idle one after turning right or left, it keeps the right/left turning sprite. The rest of your game feels great! Love how you made the trees denser than the original game but keeping the bike relatively slower, so players would feel a larger sense of accomplishment (at least I would). Enjoyed it!
I love how the trees pop out! I’m not sure wether you did an animation or something, but they look super cute. It would be definitely better if you could twist the shooting system a little bit though. Sometimes I couldn’t hit the AIs, the bullets either brushed past the AI or hit on the sprite but didn’t cause them to disappear. I don’t know whether it’s due to the hitbox being too small or the bullets having a limit on the distance they can travel? But since there isn’t a long cool down time between shots, I managed to take down the AIs in the end anyway, it kinda keeps things in a balance.
I really love how you design the AIs’ movement that they sometimes move in full speed (which makes it hard to hit) and sometimes decelerate (which makes things easier). Love this kind of dynamic player experience! The new colors in this clone is definitely better than the original game. Except the scoring system you didn’t make, everything else feels comfortable.
The trees are so crowded at first, real sekiro style! But at a certain point after I died several times, the trees seemed less crowded than the beginning. Not sure it was designed intentionally or a bug. The hitbox of the enemies is large, but this is not a suggestion for you to narrow it down because I kinda enjoy the wide hitbox? I feel like it’s nice to have easy AIs to shoot while going through those trees with crazy density.
Also you can still shoot in the game over screen. Definitely enjoyed it!