Genius.... Dark, but genius... So short yet it literally sent chills down my spine. I can not stress how well this was written even though its only a few minutes. The atmosphere changes were the cherry on top, just the music and speed of the player really do add so much. Hats off, I think you made the best possible written game that's under five minutes long.
Icicle
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This is really fun, the scaling is at a surprisingly perfect rate so that you have to be extremely conscious of what upgrades you pick. Overall it's perfectly balanced and really fun to play with a nice learning curve and progression. My high score after a few attempts was 800. I love being able to use reactions as well. This game is super fun and I hope to see a full version in the future.
There are only 3 minor things I would change it would change:
1. A way to rearrange the elements you choose in the hotbar and also be able to save elements for later in your inventory so that you can get a full inventory of every element, just not usable at once. To balance this elements may need to become more uncommon though, and I would maybe even mix them in with the standard loot pool of upgrades.
2. More enemies! The ghosts scaling was fine and still lead to really fun gameplay as enormous hoards of powerful ghosts covering the entire screen move toward you. However, it was a bit confusing at first that I couldn't one shot a ghost with 20 damage upgrades later in the game even though I could with none at the beginning. To avoid this it would be nice if there were some other creatures that appeared as you progressed and all had set health values, speed, and damage.
3. Optimization. I couldn't really tell if all the ghosts were loaded all the time, but I assume they were as at one point there were hundreds upon hundreds of ghosts on my screen, which lagged the game to about 10 fps even when I ran away. Another option to fix this may be to remove collision and just have some checks be used to keep the ghosts from running over each other, but that might not work and would make pathfinding tougher.
Only the last one is something that really needs any attention and the others are more so quality of life. That's just my opinion. Overall I really enjoyed the game, it had a really nice artstyle, memorable music, and super engaging gameplay. I will be playing it more in the future. Looking forward to a full release!
SUPER fun man, the entire game from the mechanics to the nice models is just super fun to play. The spell combos were a bit much to take in but man was it fun getting to learn the different combos and learning to command my shadow. My only complaint is that the controls for firing a combo attack were a bit finicky and both buttons needed to be pressed immediately at the same time. Overall though I really enjoyed it and would absolutely pay for a full version of this.
Fun game and awesome mechanics, I really love how the boost mechanic works with the bomb potion, it's super clever, although even though it's more fun to do it with timing I don't see why the down arrow method exists other then as a free way out. My only other complaint is the controls, I would have definitely preferred Up or space to jump and have the controls more centered around WASD, but overall it's a great game!
It's a really awesome and fun concept although in practice there are some things I definitely do not like. First of all I'm still not sure what the yellow platforms exactly do, also I don't get the point of having fall damage. Also, on the upper leg section, it's just flat out annoying to have to wait to fall all the way down and get revived, when adding walls so when you fall you just go to the bottom would serve the same perfect. Also, the moving parts of the golem make everything feel kind of janky and slippery since some jump you need to just sit there and wait which is definitely not fun at all. And some platforms will just kick you off them no matter what you do. I also don't get the point of having two separate attack buttons. The idea behind the game is great and I hope you can execute a full game nicely, but the prototype has too many problems for me to really love it. Also, the artstyle is a bit inconsistent between the golem and the player which does bat an eye, but I can't say I'm not guilty.
Really fun game and I loved being able to use clever solutions to get the potion in the correct region, my only complaint is that after a while it gets super easy and your able to just buy the entire shop every time. Also, on day six, customers didn't spawn and the game broke. It is very fun to play though and I love the doodle style art.
This is awesome!!!!!!!!! I love this so much. I just wish the teleporters had more accessibility, and the player cell is a bit glitchy. Also, the converter has a bug. Whatever it converts is awaze facing in one direction. Other than that, AMAZING!!!!!! I love it and will spread it until no one ever plays anything else. One suggestion, the controlled mover should move when you click, not start and stop. The present should point the spawned cell in the direction of the present, and fall cells should be rotatable.