Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

mr0661

15
Posts
1
Followers
A member registered Jun 10, 2021 · View creator page →

Creator of

Recent community posts

Nice job with fixing! We tried it it was fun. I think concept was solid, and I could imagine this kind of asymmetric-versus game being extended to actual title. Very innovative use of theme. If it is thought as proof of concept, I think it was good. Game felt little ambitious, so that game itself didn't feel complete (as it would need more features), but it was entertaining nevertheless.

The slowness of character really eats pleasure of the game. I liked the mines(that you step on them, and if you step out of mine, it blows up) and graphics. I think there was some ambitions in this project that we didn't get to see, as I was pretty much just wandering (in a mine field) without any goal.

Very deep game. It was good allegory of the office work. I really liked that is described huge rush, but actually thing is monotonous work with only reward of accomplishing task new, identical task. And that in the end, it didn't matter, and failure was only way out.

Nice idea. Actual winning and losing seemed bit arbitrary. Sometimes randomly stick-player won. It seemed that stick figures point was to hit their head while in air. I feel that this wasn't the goal, but this is how it worked at least on my machine.

It is sad, because I was really looking forward on battling in tetris-arena with my spouse.

Game needs relentless logic ;)

Filling zeros is tedious, and actual goal is not clear. I think implementing well known game is good starting point, and I didn't see problems with implementation. Three hours is brutal time, so well done!

Wow, that was very nice, very complete game. I really liked this. Took a moment to understand this but I think there is exactly good amount of explanations.

Nice platforming. Very good responsive gameplay. Felt little sad playing, as I knew that this would end really soon. Had to replay and get 8 stars :)

What I really hoped for, was some difficult level. Path-finding alone felt little too simple. Very clear game.

Very solid game. Length was just right. I really liked aesthetics. Many right decisions were made in this.

sadly this went overtime. I used total of 3.5h, because of too relaxed planning I went ½h overtime. I wanted to make some clicker game, but I should have focused writing better utility. In the end, I had pretty good structure, but only half of the code was using it. 

I also thought pretty long on the concept and design docs (easily over 12h, though I had some other concepts which I scrapped). Mostly I did planning until last moment when I had to start working on this. Then wrote some stuff, and paused and continued.

That was really good showcase of the skill of the author. I really liked it. It fitted to the theme, and was very well made.

Little confusing in beginning, perhaps that was meant to be puzzle. It might have been nice if traps would have been limited resource. With big sizes I was unable to play the game.

Visuals were great!

That was great! Very pretty graphics also.

ok, it was nice. Little difficult to understand what was happening. Hints were useful. Actually, they were mandatory (at the boss, you really need to smash escape button)