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Lunis_moonfire
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really cool to see the dev of pseudoregalia(love that game) here, the movement very fluid and fun, the animation and character design are great
took me a bit of time to realize the water restores slime, mostly because it didn't look very important
i felt the jump of the middle sized slime was bit hard to control, there is not much you can do after you've jumped besides stomping which doesn't always help, which was a bit frustrating
i like that you can bounce slimes on other slimes and chain slimes to makes some crazy moves but i felt like the limited slime resource kind of hindered me from doing that too much
on that note i don't know how this would work in a fuller game but i feel like changing forms from losing slime could be a bit frustrating mid platforming
kinda like in pseudoregalia the world feels pretty empty, i don't think that really matters when the focus is the character and their platforming but might be worth noting if you're gonna take this further
still, very impressive and really fun game
cute slime bunny? fish? goat? girl
cute game, i've seen another game that does something kind of similar but i incorporated a resizing planet mechanic and i feel like that would fit well here as well, and make it fit the theme a bit better
i've seen the "hole in none" screen options on discord and i think you chose the right one, not quite sure what "hole in none" means but it's cute
my only issue is the black hole is really really hard to see, i think just adding an outline like you did in the level end screen would have fixed that
either way very neat
this game is kinda mixed for me, i like the idea, there is some good art here and the game works well for the most part
mostly i feel like the idea could have been executed better
the isometric view makes movement really annoying, because there is no up for the up botton and it seems to switch directions if it is pressed twice
also, losing health to yourself is very harsh, it is instant and can take away most of your health, that with the kind of annoying controls it turned out frustrating
i do like the idea of the guns on the snake, there is potential here for a cool moving base type game, but i think some of the focus here went to making the snake scale up into different environments. but game fits the theme without it so it feels like bit a of wasted potential
pretty interesting way to do the "build what you see" game i've seen a few games do, i like it but i feel like the the turning, and skewing options should be less segmented, like only able to move the shape by 25 degrees or something like that
currently i feel it's very difficult to get the correct angle on a lot of these shapes
but interesting game nonetheless
this game is very cute, i think it really succeeds in delivering vibe , or feelings i guess. like the cosy feeling of the shop and the scary feeling of being in the bottom of the ocean, kinda feels like cosy subnautica in a way
however i do feel it doesn't quite fit the theme, i get the idea but it isn't really reflected in the gameplay in any significant way
amazing game, i don't think i've ever play a gmtk jam game that took me an hour and was all from different puzzles, this is practically a full game, kinda reminds me of nitrome stuff in a way
the humor is great, i love the dialog the jokes and the visual jokes( i love the "live action" hand)
the idea is simple and im sure there are a ton of games that did something similar but this one is the best i've seen so far
also, not sure how much the respawn ability was meant to be used but i passed most of the levels mostly because of it, you can both teleport a piece with you when you teleport and also jump right before respawning, giving you some extra height
well done
edit: just noticed this doesn't have nearly as much ratings as it deserves, i hope my comment somehow helps with that
I've played another game that does the same thing, and i have to say this game does it much better, besides the physics that work better here the addition of the fist size increase really makes this work
you can almost string together attacks using the return velocity of the fist growth
i don't really like that the game is timed, it can add some unneeded stress, although it was well implemented so it didn't bother me
my main issue is kind of the same as the other game that did this, the fist mechanic is just a bit awkward and can make for frustrating moments, here specifically enemies can get trapped between you and the fist and sometimes miss enemies entirely
solid game, my biggest issue is how it's kinda hard to understand what is going on with the critters, the player can't tell which one does what and visually they don't seem to be different(at least outside of the ui)
the creature designs are interesting but some of them can kinda look like alien genitalia or something, not sure if that was the intention, but it does work in it's own weird way kinda similar to a lot of rick and morty monster designs
very interesting and fun game, well made levels, good puzzle design and mechanics, very nice style
but what in world happened with the camera and keyboard controls, the buttons are so far apart!! and most of them aren't needed!!
i get that a camera that is not top down is more cinematic but why is it the default? at the start of each level i had to rapidly press the tab key just to get it to change cameras, and it sometimes doesn't help because the camera switches anyway if the rock flies of screen
besides that, my main issues are the sun glow(can hide the rock) and the both the sun growth speed up and time speed up should be turned into speed down buttons, this is a game about precision
i don't mean to be mean here, the game is good but this just baffled me.
very well made, has a lot of juice and works really well with the music
while i get that this game is supposed to be hard i'm not sure if it's possible at all, and that's mostly on the hit box
even at the smallest size i got hit by stuff that didn't even seem close, doesn't help that real hitbox only shows up sometimes
mostly needs some tuning to make it just difficult not impossible
our game has a similar idea(bigger hit box more power etc) but didn't end up as polished sadly
i really enjoyed this, the sort of puppeted parts of the large robot are weirdly nostalgic to me
i also really like the idea of a small hero with very large attacks
the addition of coyote time was very appreciated
i like the mechanic of health = energy to use abilities but it might need a bit of fixing, so does the fist ability, it can sometimes get stuck in walls and stop the player from dashing.
i like the game overall but it needs a lot of bug fixes, time and play testing
this one is weird, stylistically it works pretty well(altho the finger jump scare kinda got me at first) the evil black goo is very cool and i like the way it moves and is damaged
i really like the build ability in a type of game like this but the walls need to be able to be destroyed by the goo, because you can just cheese it with a dome
i get the burst and split abilities but they very quickly filled the map and made the game less fun
anyway pretty interesting game
i really like the world building concept of city on a scale i think the art shows the idea well
that being said this feels like you added way too much mechanics and didn't leave time make them work
the two main problems i had which weren't just bugs were
1 the player way too slow, they need to be able to run from one side of the map to the other for this to work well
2 the player should be the only think affecting the scales, otherwise it should be more clear what is pulling down the scale and were, you could add some more world building here, like "the fate of the scales is tied to the hero" or something like that
i weirdly got into this, something about the sort of tower defence progression works well here
im not very sure about the rest of it, first of all why is the player a platforming character? besides sometimes pushing blocks they can't quite affect anything during the wave itself
secondly im not sure about the building here, mostly i don't get what was the intended build, not sure why all the guns need to be arranged vertically in a line for them to work, or why the blocks have physics.
neat, not my type of game but very well made, glad there was a way to mute the voice over, while it was well placed game wise, but these kinda things should probably be done by professional actors
a few notes
the spike tile does not fit this game, it's a completely turn based thinky game and spikes require a different type of thinking
also, usually with these games there is an option to go back a step, i feel like that was missing here
i really love this, the art is adorable and the animation of the wizard is very cute, love the opening cutscence
gameplay wise, it's great, i like how you have to use mirrors bounce the grow beam, and how most level puzzle solution just, mess around with the physics till it works, the few levels where you have to grow yourself are great too
altho, physics games usually have the problem of being unpredictable and buggy this game has that but it didn't bother me enough to ruin the experience
Super cool game, i'm assuming you went for a neon white vibe, you really managed to capture it well here
the bean mechanic doesn't work so well for me tho. you've taken the card mechanic from neon white but i don't think it works in this context.
i think keeping the bean power unlimited would have worked better for the game overall
so Luftrausers with lasers and time travel super cool!
i think the strongest aspect of this game for me is the time travel mechanic of the first pilot there is a ton of dept to be found here
i find it really cool that you can take a very risky move that takes half your health but kills alot of enemies then rewind and let your clone do it as you escape unharmed
i feel like it's interaction with the airmine might need some looking into since you can ignore it's cooldown by reversing time and letting you clone use it, so idk if that's intentional or not
the second pilot is also fun with the dash ability and shied but i didn't find the airroll thing as useful
i would recommend going forward to try to focus on the time rewind mechanic, maybe having other pilots with variation of this ability some other twist or just giving this ability to every pilot
also had weird invincibility bug where i've lost my shield and just didn't lost health from anything, being in the water will cause like a constant damage effect
edit: forgot to mention, this game needs an infinite space, similar to Luftrausers getting stuck in the water or top of the map is fine but reaching the sides of the map is really annoying when you lose sight of the player character, id also recommend adding some more height to the world map
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