Thank you for your input. I definitely plan on it.
kasperken
Creator of
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Thanks for the input. Yeah I didn't get around to doing a game over mechanic because I was low on time, and felt implementing more game play features was more important. Don't ask me how long it took to simply get those UI buttons to disable for the special ammo. I definitely have more plans as far as more ammo types and special effects when they interact.
Very well done. The puzzles were challenging but not overly hard. Only gripe is lack of context clues. It took me too long to figure out the alchemy system, and i didn't notice the movement counter for a while. No buttons highlight, or give any indication of what's clickable vs what's not. Overall solid entry.
This was really creative I like it. I could be wrong since I didn't fully upgrade but it seems heat is the only lose condition so there is no real need to use the gun. Maybe more consequences for leaving rabbits alive?
I could be wrong though since It's virtually impossible to play with palm check and a touch pad. I can't aim and shoot at the same time lol.
Either way I could see this being a cozy mobile game. Maybe with little defenses for your crops. Give you more to spend money on. And the cost of losing a tile.
Wish I could take credit for the background art and music. The funny thing about the hook mechanic is it was completely unintentional. The ball was only supposed to roll a few feet and freeze the enemies in place. I wanted the enemies to keep walking but get pulled back against the chain for a trapped effect. But the physics was really wonky and hard to dial in so I just embraced it and honestly it's my favorite part.
Interesting concept. It's just tough to juggle the core mechanic in my brain. Levels 1 and 2 were a breeze. But level 3 had so many different things going on which each required a different combination that it made it hard to balance. I was constantly flicking through trying to remember not just the combo, but which side they were on so by the time I could find the combo the lights would go out.
I did end up figuring it out. It was because I was playing in fullscreen so the escape key was conflicting. After hitting it a few times it worked. I did like the game. It was simple and I can see where you were going with the sword upgrade mini-games. Any chance to beat my meat. I especially loved the "paper doll" aesthetic of the enemies. It's unique compared to all the pixel art you typically see.
Interesting game. The movement felt good unlike some platformers. I never felt like I missed a jump due to clunkiness.
Constructive feedback: I'm not a fan of the multitude of paths in the level design. It encourages a lot of backtracking. Also, I found what I think is a bug where if you press down you get stuck in place for a random amount of time. I try hitting buttons, but am unable to reproduce what brings you out of it. It seems random. I think this may be due to the incomplete drop down mechanic.
The fireball causes tick damage. However it is planned to have a power up if you can fulfill a certain requirement in a time frame which will power up the characters abilities for a short time and make the fireball have that pop you expect. I did add subtle particles to the spells, but I will definitely look into lighting effects.
Beautiful environment, and theme. I did like the level design. I sort of did a pacifist run and still got yelled at for killing fairies. Couple of criticisms though. Without the ability to aim up, platforming ads an unfair element to the game as it makes it unavoidable getting hit while jumping up to the next level as you have to get there before you can shoot the fairy. Not that it mattered in my pacifist run. But despite getting hit by basically everything I was never at any risk of dying. There really wasn't any difficulty. Most of the bosses attacks were similarly unavoidable. Stage 2 was awesome though. The large projectiles could bi dodged by wall jumping which felt clean. Also the collisions felt fair and forgiving. I think a bit more difficulty, and the ability to aim the gun via the mouse would be huge improvements. Also Z to shoot is a bit cumbersome when using WSAD, I'm not sure if I missed another control, but by the time I was in game I just sort of dealt with it.
Not sure how this doesn't have more ratings. Creative, fleshed out, polished, and fun. I legitimately had a great time playing it. Only gripe was that it's a bit easy. There was an ample supply of health so I didn't feel the pressure to not get hit. However I feel without that it would be too hard as specifically with the turtle level I feel you get pinned by having to choose whether to get hit by the big turtle or the small ones. Maybe just limit the health a little bit. Overall though fantastic submission.
Interesting concept. Definitely more creative than many of the submissions. I'm personally not so sure the genres mix. Thinking and dodging at the same time is tough. Then balancing colors on top of that adds more mental overhead. I fear that the type of person that likes bullet hell won't like the puzzle element and vice versa. Not bad, just very niche. Overall nice submission.
The voice actor exceeded our expectations. You can find her on Twitter/X at @dollwantstova
I liked what you have going on here. Very bare bones, yet what is there is very polished. I could definitely see this as a music game with good beat. Didn't really listen to your audio since I'm at work. Only gripe is that there was zero difficulty. I could just avoid rockets by spamming a direction key. But as a visual demo this is awesome. I can see adding more features to get more varied mechanics and difficulty. I would ask the following questions. "what if players dodge too much?", "Is there an actual reason to use the ability"? Overall great concept.