nice collect-a-thon with a fun mechanic around it.
jdgazlay
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Ok... so I was playing through your games and I don't know why, but I decided to just place something on the Z key and let sifter2 run for a bit while I grabbed coffee. I came back 5 to 10 mins later to find my computer running some sort of industrial music beat in the background as all of the alcoves were vibrating with hundreds of little shapes. Totally changed the vibes of sifter2 into something way more avant-garde.
Sorry for the confusion, I forgot to turn off the collision after the level timer ends and there's only 1 level. I spent most of the month prototyping a different idea that just wasn't that fun. The idea was to have different patterns and phases, maybe some powerups and stuff, but time vs scope 😬 Thank for the feedback though!
Good level design. Could see hints of old school Doom games in there. Really enjoyed the movement and the gun sound was satisfying too. Some player knock back or invincibility frames would give the player a better chance to react to taking damage and make it more of a teaching opportunity. Otherwise, good job!
Wow, this was amazing. The levels were challenging, engaging, and had very well put together introductions to each mechanic. By the end, I felt like there were so many things going on, but only one button to overcome the obstacles. I definitely felt myself fall into the state of flow or "fiero" while playing this and that's the sign of a good game. When controls and screen borders kind of fall away and there's only the task at hand. I'd pay for a game like this. Good job and thanks making it.
Nice idea! I enjoyed the resource management aspect of the swords vs mages & potions etc with attacking and blocking having different outcomes on that resource. Puts the player into the position of really weighing their next actions quickly. Also, given the difficulty of some of the levels, it’s really nice not to have to play from the beginning of the game each time I die.
Nice take on the top down shooter. Really like the pop sound for the shooting. Also felt like you introduced the new enemy around the right time, just as I was thinking “oh, another level, I’ll kill all the enemies” there was a spawner. For improvements, you might add power-ups for faster shooting, faster movement, or an AOE type ability or something. There’s room for additional challenge as well in here with faster moving enemies, ranged enemies, ammo constraints, etc. Great game with a solid base you can iterate on!