This game is utterly infuriating to play but it also had me laughing quite alot! The little menaces trying to undo your hard work are adorable and annoying in what is *usually* a good way. The game is pretty damn frustrating though and the music makes me feel like I'm going mad. I think maybe some larger, easier to balance pieces early on would have been nice for a slower difficulty ramp. I can totally see this working as a phone game or somesuch.
Jahwffrey
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Neat game and I like the music but at least for me the game was really laggy and the camera is just too zoomed at start. Every time I finally encountered someone they blasted me to hell and back in a second! I wish there had been small enemies to fight while I was small to get me started or something. Having an explanation for some of these things in the description is alright, but the game really needs to explain what's going on itself. I can see the hectic and fun game this becomes once you start upgrading but I'm sorry to say I got too frustrated before I ever really go there. I really love how absolutely ginormous the world appears to be, even if it's probably half the reason it lagged so badly for me. And it generated in a genuinely different feeling way each time I played! Super cool.
Nice concept and execution, but held back by frustratingly slippery controls. It's also really important to include the controls shown in-game in some form, I didn't know I could right click to delete for quite some time. Still, stacking shapes in the right crazy way to get over the current obstacle was pretty fun.
I love this concept! I also really like the adorable little graphics and the minish-cap-like size changing animations. There were a couple frustrating things like exactly when rocks allowed you to climb cliffs and with what being obtuse, but I love the little world of islands and thinking about how to take advantage of different objects at different sizes.
Cool little game with some hectic fun, and I like the idea of choosing between blocking the astroied with the one I control so it gets bigger vs letting them hit the center so I progress the game. Ultimately it needs to explain itself more, however. The fact that both kind of getting hit by an asteroid is good in different ways is very much not obvious. Nice music!
Very hectic and fun game!I like the music and the visuals were clean, and I like the idea of needing to choose which circle to charge at the moment based on it's size and how in danger it is at the moment. I like that small circles were quicker to charge and provided less benefit while larger circles took longer but provided more benefit, although maybe the fact that it was easier dodge while to charging them was already benefit enough. To complain a bit, I never really felt threatened by the straight laser, maybe they should have appeared in patterns more specifically intended to box you in. Additionally, the stacking circles bar on the right ultimate behaved basically the same as a meter you needed to fill up with a physics flavor, but I see what the intention was and it's pretty neat.
Cool open ended puzzle! The assortment of odd shapes to reach the goal was great, and the models are very clean. I won when I precariously balanced the ship on an odd bit of the race car and it held for just long enough.
A couple minor complains though:
- A restart button with no 'Are you sure?' of any kind bit me a couple times when my mind told me 'Press R to Rotate' even though that's very much not the rotate key.
- Objects casting shadow directly below them would have been extremely helpful
Really cute art style, fun little character, ladder controls need some work (but as always, I understand time constraints and all that). I wonder if you could take advantage of the fact that the levels are played in a random order by having what you do in one world affect things in another world? Not sure.
Cool puzzle! Lots of planning ahead required to squash all of the shapes into as small a space as possible to fit all the extra dice in. That said, puzzles like this need some kind of tutorial. I thought that I had to make exactly the shape in the lower right corner and didn't realize I could rotate it until I happened to make the shape rotated. Very slick looking!
I love these kinds of games and I really like this as an application of the theme! It's been said before but the entire board resetting every attempt instead of just the die is big drawback, but I understand time constraints are a thing. I wonder how you might include randomness in a game like this? If the die did random things when it touched a wall then you could just make a machine that works for one particular series of rolls and retry until it works. Just thinking out loud, not bad!
I really like the concept, why roll one die at a time when you can roll multiple dice and have them bounce off an affect eachother? Unfortunately I think you get too much money or maybe the dice are too cheap, it pretty quickly gets into a state when you can add dice as quickly as possible and your money just keeps on increasing. The MetaDice was dramatic!
Really cool idea! Alot of reasons to take your eyes off the road and also alot of reasons to keep your eyes on the road! Maybe I missed something but I felt like maybe the die didn't change it's mood very often? I really like the idea of having the conditions to calm this thing down constantly changeing, but in-game it felt like it never really changed and I only ever saw one face for a long time, I was typing out incantations far, far more often than changing the settings on the car's dashboard to fit the die's recent mood.
I really like the idea of losing your temporary upgrades to randomly maybe get a good permanent one, but I feel like the abundance of blanks and which upgrades get put on that die already being random worked against it in some ways. I'm not entirely sure what the solution to that last one is because if you completely get to choose what goes on it then why not just always choose the one you want. Tying the win condition into the same die was a great idea! Overall, this is a strong concept!
Great idea! I felt that when the robot was inching towards a platform and you had to rapidly swap out platforms while finding times to manage others the game was at it's peak. My only real complain are the times where it's the opposite of that and you're waiting for a slow robot to get in position so you can progress. Maybe a 'speed up' button? Dunno, but clever use of the theme!
Not bad! Once I was getting attacked by constantly flowing hoards of zombies and slipping around on the pathways of blood I had been constructing it was a blast! It perhaps, however, took a bit too long to get to that point, and maybe it was a little too easy to completely refill your health. I stopped slipping around after I realized if I just waited for them to group up around me and slowly shot at them I would never lose. Still, not bad!