Amazing re-interpretation of Downwell, i got really immersed. Well done!
LowPolyFreak
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Beat the whole than, man that was a lot of fun. The sheer amount of polish that got put into this game, in two weeks, is incredible. Solid controls, lovely animations, amazing audio.
Criticism would be to better inform players rolling recharges energy, if there was a tutorial I missed it. Also some more interestingly designed targets, some felt repetitive and game is really easy.
Impressive work!
Very clever and fun game. It reminds me of the fly swatter minigame from Mario Paint for some reason, but with actual level design and progression. Great variety in mechanics and enemies.
Wish there was an easier way to switch between cursors, is I took a lot of cheap hits from the buttons appearing behind walls. I do like however that you can use them to hide behind haha. Maybe using the scroll wheel for switching?
Well done!
Nicely done, that's a nice roster of mechanics that can be used for some really interesting level design, all centered around a very simple mechanic. I can see how this can be greatly expanded up. Moving targets and having to keep you agent safe from attackign enemies are some of the ideas that come to mind.
Obviously very basic on the visual and audio side. This just begs to look and feel bullet time. And the narrative is hilarious.
Unfortunately I couldn't go pass level 6, the switch just refused to get hit, instead I would just kept bouncing off of it.
Made it most of the way through, we actually share a similar gameplay concept, playing with alignment as a primary gameplay loop.
Presentation was stellar. Really enjoyed the visual and audio design. I especially enjoyed the underlying narrative of just fighting your way through a messy battlefield as a weapon, where lives are disposable. Probably one of the most clever games I've played from theme perspective.
The revert makes things so clunky that near the end it just became me fighting with the controls for longer instead of the game throwing new unique challenges at me. Fighting with the control just stopped being fun after a while. I think this game would benefit a lot from controller support. Turning an analog stick, or even moving a mouse, would translate to 3d movement so much better!
It's also very unstable, even when not in fullscreen. As a 3D Godot game, I highly suggest you look into techniques to reduce shader compilation stutters. It's annoying to setup but not very complicated, (I do it in the "loading" screen part of my game). This game also made my browser crash twice.
Other than the rough beggining technical issues and the clunky controls breaking me at the end, those parts in the middle felt really fun and immersive. I would love to see a 1.1 version of this game with better accessibility and stability, because everything else is promising.
Solid attempt, keep at it, there's a diamond hiding in there!
Equal part frustrating and fun haha. The primary mechanics feel very good and allows for very diverse level design, while being incredibly simple. Visual and audio fit the game perfectly. I just whished I found a way to make the results of my actions more consistent. Sometimes I felt like the progress I made was more from luck than skill.
Great work overall!
So simple yet full of depth, this is not just a great version of chest, it's a great game in it of itself. The controls, audio, visual, UI, everything is polished. Even the cards are cleverly designed.
Fantastic work, I'd pay to have this on my phone as is. Beautiful work of video game art, you should be proud of what you built!
Really cool idea for a primary mechanic, it feels great to move around as the different weapons. Awesome idea for the slowmo. Wish the game had a ful screen option because it's way to easy to click outside of the screen. At some point the game stopped following my mouse and got stuck so I couldn<t finish it, but I really enjoyed what I played.
Well done, this has a lot of potential.
I could not for the life of me figure out the right timing for the heartbeat. I'm not sure if it's bugged and the visual did not match the input detection logic, or I'm maybe just bad. No matter how I tried to align my beat with the moving bar, results were always inconsistent and I basically couldn't focus on anything else going on.
This game otherwise look and sound absolutely incredible! I love the idea and the interpretation of the theme. Would definitely try a 1.1 ver of that.
Keep it up!
Missed an opportunity to let players mess with the UI in the tutorial screen :)
Interesting idea for a combat loop, but in its current form it feels slow and lacks any impact. Looking forward to what this could be with a lot more polish. The UI often ended up clipping out of the screen as well, making grabbing some of them difficult.
Keep making stuff!
Another game about the immune system, love to see it :)
I was really struggling with the controls, controller support would've definitely been nice as the WASD forced my hand into a very uncomfortable position. It helped when I switched to arrow key, but then pressung up to jump messed up my brain. It`s also quite difficult to avoid enemies when going this fast.
I did appreciate the art style however, and the underlying narrative, hope you keep at it!
Cool atmosphere, and I especially enjoyed your writting. Rolling made exploring a lot more fun too! The force mechanic eventually led me to push a crate I needed out of bounds and I couldn't progress any further. Cool game, but unless I missed some kind of reset mechanics it`s very easy to break.
Keep it up!
Super well done. The work you put behind just making flinging your weapon around feel satisfying makes it already adicting just by itself. Everything else is just the cherry on top. I especially appreciated the writting.
Super polished entry, only critism I can think of is I would've liked having more control over the camera for larger room.
Barely beat it on my second attempt. Great work!
Overall presentation was awesome, especially the wonderful voice overs. Sword was awkward to get into position, would have been nice to get a bit more control. Maybe some kind of "wind" mechanic where you can push it around a little bit in mid-air, or something to give it torque on the ground.
Had a good time, well done!
Struggled a lot at the beginning, untli I discovered you could hold to shoot and just focused on hiding behind cover.
Great presentation, loved the little narrative going on! Gameplay is very rudimentary, but for a first game the fact that it's finished is an achievement in itself. Good work and hope you'll keep at it!