Quite fun.
MegaQuack
Creator of
Recent community posts
It would have helped a lot if it was possible to do anonymous comments. There were a few games that I didn't like, but I didn't want to give negative feedback, especially if I didn't have any positive feedback to "sandwich" it with, so I stayed silent and gave a bad/mediocre rating. This is because leaving a I was concerned that if I was too harsh, the creator would play my own game with a bias against it and leave a bad rating. It felt like people did this to me, the comment section in my game was very positive, with "needs better graphics" as the #1 complaint(which I thought was good because according to Mark Brown that should not affect your score), but despite that, I only got two stars for design. I would have benefited if people were more open to giving feedback about my game's problems.
Here's my game.
https://megaquack.itch.io/the-sad-duo
It also is a co-op game that goes with the theme of "only one".
I really enjoyed this game. It's great how you made random action be able to "solve" all of the players problems. I think the title "when all you have is a horn" would be slightly more appropriate than "when life gives you a horn"
Music is really fitting too.
My game has a few puzzles/challenges, and I wasn't sure how hard they were going to be to someone who hadn't designed the game. What I did is make the hard things optional, and at the end of the level asked players to tell me in the comment section how many challenges they completed. When I found out I made it too hard after the rating phase began, I dropped a subtle hint in the game description on how to solve one of the puzzles and after that people started giving more positive comments.
I'm not completely certain I have the right difficulty though. It would be incredibly appreciated if some of you could try it and tell me if I made it too challenging.
https://megaquack.itch.io/the-sad-duo
The real game looks much worse than the cover art, but that's marketing for you.
The jumping enemies thing was a little too hard, until I learned I could fool them by doing a micro-jump, and then it got easy and I felt like I was missing out on some of the challenge. My advice is if you want to add brutally difficult elements to your game, give some kind of long way around it that's inconvenient enough to encourage players not to ignore it, but not so much that player won;t be able to access the game if they can't beat the challenge. My game The Sad Duo is a game about being alone in a two player game and so has puzzles that seem impossible to solve, and that's why I had them be optional instead of block progress with them
I've seen similar concept in a flash game called "this is the only level". This game is different in that he level is mush larger with a lower variety of rules and an emphasis on exploration over a quick gimmicky set of platforms. I'd being interested in seeing the concept applied to rougelikes, an inversion where the level is meticulously designed, but the rules are completely random each time.
My game has really gross graphics and I'm not much of an artist, so it would be cool to see a visually artistic interpretation of my game. If I like it, I might even replace current cover art I have with it and put you in the credits. In return, I'll play your game and give you a crappy MS paint/Garry's mod rendition of it.
Here is the game:
https://megaquack.itch.io/the-sad-duo
A recommendation for sad piano music to play would be useful too.
Man, some of those puzzles caught me off guard. I was planning to do some "fan art" for it because you asked for it on the Jordan Han thread, but you did a great job of the art for each of the levels. After finishing level five, I was like, "I know what I'm going to draw" but then on the level selection screen I realized you drew basically same thing.
So yeah, nice use of Red Herrings and seemingly broken puzzles. They really make the game feel unique. My game actually does some similar stuff in that regard, so I think might enjoy it.
A little too laggy for my taste for my potato computer :( I would have played it a lot more if not for that. I really enjoyed the game though. I wish there were more AI-based battle royale games.
This game is well designed. The fact that you have to throw your hammer to start the game crates a frantic start since you're unarmed. The dash mechanic is essential but doesn't make things too easy.
The samurai music, the Wilhelm scream, and the premise make for humorous combination, actually it's the most humorous game I've played yet.