I'm incredibly impressed that you made all of this from scratch, and even moreso that you did so and came out with such a fun final product! The moment I saw the boarder scale and the box move with it my jaw dropped. Great puzzle design and a very creative take on the theme, fantastic job!
im-phillip
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Big fan of the art style! I think you came up with a lot of nice card types for various potential synergies, and it felt very satisfying to watch my amalgam grow larger and larger. Because of the way size carried over between battles from the amalgam, I felt fights were often decided by the way they went the first round, but I still had a lot of fun with this!
I really liked this! The style's so fun, and I like the take on the theme. The controls for swimming around while unpuffed feel great, and I think you found a great gameplay loop as it feel great to swim towards something while small and helpless then suddenly switch to the large form to use your momentum to your advantage!
I adored this concept! Had a great time recreating the images, and I think you did a perfect job escalating the difficulty in what was being drawn each time, from more abstract to things with more detail. The gallery at the end was a great touch, as I got to laugh at how off my low-res paintings were. I was a big fan of this game!
A really unique take on the theme, big fan! The style's fantastic, I especially loved how the health was displayed on the caterpillar's body. I think there's a bit of a sudden difficulty spike in the last and third-to-last levels, but it otherwise felt good to slide by in the nick of time in many of the levels
Hard to believe this was made in 96 hours, fantastic job! The art style is immensely charming, and the level design is great. One specific element I want to highlight is that you did a stellar job with the flower placements to silently encourage the player where to go next and how to become more comfortable with the gliding mechanic. I really, really liked this game!
What a phenomenal game! All the elements come together so nicely. There's a really good balance in trying to maintain which jobs are being worked on and what you have too much or too little in storage. You never feel like you're sitting around for too long but you rarely feel overwhelmed. And, goodness, the art is just fantastic. Incredible job, one of my favorites.
What a cozy game! The polish on this game (the little ding when you get the right size, the way the object snaps into place, the tips when you need to place something else first) goes a long way in making the user experience a great time. Very satisfying to get all the things in the right place, great job!
There's some fantastic game design on stage here! There's a stellar balance in the two sizes having their own strengths and weaknesses (being slow and large but able to fight back vs being speedy and small but defenseless) that gave the game that oomph to stand out from the crowd. I really like the way the 'health' is the stage getting more and more crammed, giving a great sense of claustophobia as you're close to losing (and a great take on the theme). Had a blast playing this!
Super fun! There's little bits of polish here that go so far. The hesitation before the drop to give a sense of weight, the way the combo sound goes up in pitch as your combo improves, the little wiggle in the scales before they find their new resting point. The work did not go unnoticed and it really gave the game that omph that makes it so fun to play
Quick and straight forward, but I finished with a better understanding of numbers! A suggestion might be to start off with a set of numbers that are on the same logarithmic scale (e.g. 5 for the range 1-10) to act as a "control" and really help the player grasp how small some of these large numbers are in these contexts
This game oozes charm! Love both the sound design and the character models. One suggestion I might have is to add some more choices during combat. While there's a lot of strategy in which upgrade to choose, once you are in a battle (where you spend most of the game) the only factor to consider is which enemy to attack. It also falls into a common pitfall for random-based attacks that sometimes you keep getting back rolls and can't do anything about it, ending a good run. A common remedy is the ability to tweak your luck in a pinch, such as the chance to once per battle roll again, which could add a bit of depth to the combat
The fact that you can sometimes see some of the sides peak out from the top, hinting at which way you need to move it, is a stellar touch that removes what would otherwise be frustrating in trying to find the right side. I like the fact that you can shift two dice at once, although sometimes (but not too often) I'd try to move a dice and get nothing. In a later version, maybe make the difficulty grow a bit faster. All in all, very fun!
There's a lot of little details of polish here that go a long way, from the camera pan to the cloud of money enemies explode into to the feedback when a shot is done without a bullet compared to with one. This has a great gameplay loop that I could see myself playing for ages in a later iteration. I think for an arcade style game like this I would have liked to reach a point where the amount of enemies ramped up until it's almost overwhelming, leading to that hectic feeling of putting out one fire while another pops up. That said, I had a blast playing this. A great take on the theme and an immediately endearing art style