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Krisys

76
Posts
1
Followers
8
Following
A member registered Nov 21, 2017

Creator of

Recent community posts

The game doesn't seem to run yeah :/

I have no idea how we are supposed to control the scale of anything, sorry :/

Would be nicer if we actually had a way to "grab" and control the toy block movement - as it is, moving a block around is pretty painful :/

How can we play it? It is marked as "unavailable"

Pretty fun idle game with two major caveats for me :
- the fact the app stops running when I alt-tab kinda removes the point of it being an idle game :/
- having to choose the level of buildings you're investing into is a bit annoying since the point of the game seems to be to reach the highest levels, so spending money on improving the lower levels feels like a waste of money

Fun concept, but the beginning is pretty harsh, because nothing is explained, because the initially selected tool isn't the one we're supposed to use on the first puzzle, and because there are spikes that kill us if we take the first drop too close to the starting platform :/

The concept is fun but for some reason I stop being able to add ingredients very fast, so I kinda get stuck :/

I'm not sure what happens, for me the intro just plays on repeat, so I can't really play the game :/

Pretty fun, but I feel like the idea of scaling stuff down could be explored more in depth. If I understand correctly currently it is only used as a feedback on life loss, but it could be fun to have some kinds of puzzles based on shrinking down parts of the environment with a shrink gun or something. I mostly thought of it because when you start the game it's not obvious what are enemies, so when I noticed I could shrink a cube I thought that I could actually shrink platforms haha

Pretty fun! Loved the jokes :) The fact that the revenue gauge reaching 0 doesn't do anything is a bit confusing tho ^^'

Nice idea, couldn't advance very far though, I'm not very good at physics-based puzzles. I think there's a lot of polish to be done, for instance automatically restarting the level if the player falls.

Very nice and fun minimalistic sandbox! 

The controls are sadly really difficult to handle, because you shoot in the direction the character is facing, and because the character's orientation constantly resents downwards :/

The controls are a bit challenging to use, especially with the high gravity of the game.

Thank you, I'm really glad you took the effort of trying to understand the mechanics! :)

Thank you! :D

Thank you very much <3

Thank you a lot! :D

Not especially original, but nice level design, fun gameplay and cute graphics. Had quite some fun trying it out :)

The game seems to take an eternity to load :/

The idea is curious, but I really struggled to understand how it is supposed to be played, and still can't make any sense from what is actually happening ^^' A bit more clarification in the description would be welcome, I think.

Nice idea, though the controls are a bit strange, and the feedbacks slightly unclear. I wonder if the game could use the link between the two characters as a slightly more central combat mechanic.

The minimalistic point & click concept is pretty fun, though not super easy to grasp from the beginning, especially with a time limit - might benefit from a tutorial with the minimal amount of information.

This game is a gem, I really loved the way it completely messed up my perception. On the other hand getting that first cat was probably my biggest achievement as a gamer. Ever.

Really fun game all way round, with a nice degree of polish interesting level design!

Really cool idea, fun to play, but would definitely benefit from more polish on the interactions - specifically I found joining new parts especially tedious, sometimes repeatedly bumping into the pieces without managing to catch them.

Also in the end I ran into an enemy core I just couldn't kill - I shot everything around it down, but the core itself just wouldn't die :/

The idea is great and the realization is superb. I just wish it was intended to build all filters in one go and then just watch the shapes go, instead of having to move the filters around while everything moves inside. I think having to move them around on the go gives the game a somewhat messy feel that I would have preferred to avoid. But anyway, didn't prevent me from spending half an hour toying with filters :') good job

I loved that gameplay gimmick ^^ Might lack some polish on the feedback side, but the possibilities those mechanics offer are really good!

Pretty nice game, ugh that level 3 though :')

The idea is very fun but controls are really difficult to use at times, especially since each wheel gathers speed really fast.

Thanks a lot! :D

Thank you! It is really kind <3

Thank you for your comment! Indeed the difficulty progression is quite rough, we didn't have the time to iterate much on it, but I would love to do so in the future :D Health pick-ups are a cool idea that might lead the player to make more choices in their coverage of the map, I write it down!

Thank you! <3

Really nice game with a good execution. It's hard to feel the theme in it though - I understand that you're "joined to your stinger", but losing the stinger essentially means losing most of the time anyway. It might be better if the gameplay without stinger was more accessible.

Really cool game with simple yet efficient graphics, I like it! Every once in a while I am not able to jump at the beginning of the level and have to restart the level to use the jump again, but it's not very annoying, given the rhythm of the game.

The concept is pretty cool, nice interpretation!

Thank you for your comment!

Indicating where they will go might make the display a bit messy given the amount of enemies, but giving them more predictable patterns is definitely something I'd like to explore!

Thank you! I'd like to give some more hints at the beginning of the game, maybe a micro-tutorial too, indeed! :)