Had a lot of fun playing this game, but definitely preferred the shotgun over the revolver (I am not very precise at aiming). I loved the music and sound effects. The story was good too, but I would have liked a way to skip the cutscenes so I didn't need to watch them each time I loaded up the story. It took a little bit of time to get used to the wall run, because you don't actually stick onto the wall like in most games I play, but it didn't take long to get used to. Apart from that, killing the enemies was very satisfying, and I love all the different mechanics that this game has!
lolkira24
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Free Trid, he didn't do anything wrong!! I had a really fun time playing this game. It's a simple concept, but it's executed perfectly. You did a great job with the progressing difficulty for each level, and you even added quality of life mechanics such as jump buffer and coyote timer (which I myself lacked). This allowed for the levels to be a lot more enjoyable. You also made the perfect music to go along with both the calm and storm areas. And the storm timer is the right amount to feel nervous about getting to the warp zone, but also high enough where it doesn't feel impossible. I think all I would recommend is that in the second last level with the 3 second timer, try to make the rain not take as much space, as it got pretty distracting. But overall, I really enjoyed this game!
I don't want a promotion, I want to quit. This job is too stressful! You did a really nice job with the theme. When the game started it seemed pretty easy, but it got hard really quick. If there was one more round of customers, I wouldn't have made it. Besides that, I love the pixel art, and the music really fits the game!
This game did a really good job at making me want to finish it. It was super satisfying to kill the enemies, and I loved how different weapons had different properties (knife taking 2 hits to kill, barbell slowing you down). Sometimes I felt like I was getting unlucky with not finding a weapon for multiple aisles, but I managed. Great game!
This is such a cool concept. I love the art, and the animation of the player switching into the monster is awesome! The music also has a really nice vibe to it. I think all that needs work is how powerful the traps are, mainly because the freeze trap seemed to be really good at defending against the monster. This is still such a well executed concept, especially for being done in a week!
Thanks for your comment. I'll try to work on the dash to make the movement more fluid. It seems quite a few people got stuck on the beginning, so I feel like I could have done more to make the movement more friendly to a newcomer. Unfortunately, the sound effects were kind of done last minute and I didn't have the time to add them for the robots. I'm glad you liked the level design and the music! Thanks for playing!
Yeahh, I couldn't perfect the AI of the green robots. When you get right in front of them, they charge back and attack you but it doesn't kill in one hit like the blue robots' bullets do. Because of this, I kind of just left the green robots there to give players the satisfaction of killing them, and designed the difficulty around the levels based on the blue robots.
I also agree with the slow death animation. I'm pretty inexperienced with animating, so I went with something simple (like the robots' helmet turning red then grey implying they power up). It sounded like a good idea to me in theory, but in practice it kind of takes away from the fast paced gameplay which I want. Having the robots disappear and there being a cloud of smoke did not occur to me, I LOVE that idea. I will be learning more about particles and effects in hopes of doing something like that in the future. Thanks for playing and for giving your feedback!
Just barely managed to survive the night. I LOVE the ambience and the art of this game. Ella especially looks amazing, the animation of her hugging her teddy is perfect! I think maybe having an indicator on objects would help players know that they can interact with them, but it ultimately depends on how you feel the game should be played. Good job on your game!
Took me 326 seconds! Easy 5 stars on innovation; I've never played a platformer before where I was controlling an owl! I loved the music and the super unique concept. I think a nice quality of life feature to add would be to have the jump bar refill upon landing. That way, the player can't jump infinitely but they also don't need to wait for the bar to refill every time they fail on a section and land back on the floor. Other than that, amazing game!
Been a while since I've played a matching game. The sound effect you used for when you get 3 in a row is very satisfying, and I love how you incorporated the theme with adding sprites of the rain, tornadoes, and the storm clouds. I think all I would do is add an animation for when you're moving 2 items around.
Yeah, I'll try to learn how to let player change control keybinds. I've gotten a lot of comments related to the player input. I just used the ones from hollow knight and hoped for the best, but they obviously can't satisfy everyone. You're right about the theme. My idea was to have a small intro of the game of a samurai training in a dojo (this would be like the tutorial replacement that I currently have), and then have him go outside and have the lights turn off implying that someone stole all the electricity to power up the killer robots. Unfortunately, because I'm not that efficient with making art, I didn't have time to make a tileset for a dojo, and couldn't enhance the transition of the metaphorical "calm before the storm." Despite the flaws, I'm happy that you had fun playing my game!!
I saw a lot of your updates on the discord server, and I gotta say I absolutely love your art style! The construction levels would have me feel connected with the gameplay and the characters, and the boss being a cat was also a great design choice. Its difficulty was just enough for it to feel like a boss fight, but not feel like it's too hard/out of place with the other 2 calm levels. Besides that, you added great quality of life features like skipping cutscenes (I died once on the boss, and it was really nice not having to do the walk again). Just an amazing game overall!
SUPER AMAZING CONCEPT! I love the idea of travelling with the wind in all different directions. The first time I tried playing this game I wasn't really paying attention and skipped time all the way till the storm because I only saw the right arrow, making the game impossible (which I see now in your description that it was made that way). I came back to the game just now, and skipped to the proper time of the breezy weather, and I had a lot more fun actually being able to continue lol. That aside, I love the pixel art and calming music. It really fits well!
I agree that the game could use more polishing! Mainly by making the dash more fluid and the attack feel lighter. There's also some other quality features like a proper background, which I couldn't implement given the week long time frame. As for the controls, I've received a lot of criticism on them. I myself use an unusual set of controls for platformers, and I changed the input settings to match the base ones used in hollow knight, which I saw quite a few people use. However, since it's common for people to use different keybinds in platformers I can't satisfy everyone. If I had the time to learn how to let the player set their own keybinds, I definitely would have. I'm glad that the game kept you hooked, and that you enjoyed it! Thanks for playing!
The storm messages and death screens are top quality. I feel like you put everything together super nicely! Though one thing I'd suggest is to tone down the sound effects. I had to lower my sound to the point where I couldn't hear the music anymore because of how loud they were in comparison. Besides that, I love everything else!
Real life simulator. Astounding that you made this in 2 days! The game fits perfect with the theme (and with real life). My only recommendation would be to try and make the text of the tasks a different color, maybe try black, because when you're outside it can be hard to see the white text. Also, for some reason when I launch this game my steam vr boots up and mutes the audio from my speaker, so I unfortunately could not hear the audio. But apart from that I love your game, very innovative!
Also loved the ending screen text.
You weren't lying, the thunder effect is sick! Only being able to harvest the crystals during the storm is also a cool concept. Personally, it took me a while to get used to the attacking only being left/right depending on what direction you're facing, rather than 360 degrees depending on where your mouse is. I also think it might be nice to have an indicator that shows how long is left for the storm (unless I just happened to have missed it). Besides that, I love how your game feels with the speed and music, and it's on par with the theme!
I love the unique set of enemies, and the animations, especially the bull. Problems I had were that the trash can has a lot of health, and some strategies required to beat this game (such as bulls not damaging you when you're running into them) are not explained and most people wouldn't try to run head on into a bull without knowing of the trick prior. There were also times where enemies could spawn on top of you, or a bull would spawn in front of you and instantly charge, not giving you enough time to run away from it. I still enjoyed the game, but would love it a lot more if some of the rng issues got fixed!
Also, I hate you.
This game made me realize that I am NOT good at management. I love the art and the concept is very unique! I came across a bug though where if you click and hold on an item in the shop, and drag it a tiny bit before letting go, the item could disappear. This eventually fixes itself after your next battle.