thank you so much for the kind words. i just might :)
nahtgud
Creator of
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i got addicted to this for a little while, ngl. i thought this submission was really cool. it's got this neat retro feel to it. the controls were a little awkward at first but i didn't really see what the big deal was. nobody said you had to make an easy game lol, the difficulty added to the fun for me. the movement and shooting (both fully automatic and precision) in themselves were fun, but the tractor beam adds a lot of character on top. i think a cool future addition would be additional heart pickups :) i hope you had fun making it, i'm coming back to this one.
i like this style of play. for both visual cues and immersion, i think some sort of background movement that indicated i was moving forward would heavily complement the experience. i made a similar game style for my last game, but w a vast difference thematically, so this was a lot of fun to play :) i had a good time, i hope you had fun making it.
overall impression: "this dev understood the assignment". personally, this isn't my kind of gameplay, yet every criteria got a good score because you clearly stuck to what was important. core mechanics are fleshed out and complement each other well. i think a fun easter egg would be to include an achievement for knocking over the pixel baseball dude lol. you made enough levels to create a reliable sense of progression yet didn't overextend yourself. great job, i hope you had fun making it, as i must admit, i had fun playing it :)
your ghosts and my ghost should be friends! this was a fun experience, great use of flat black for atmosphere. i yearned for a heightened feeling of progression. the speed scaling on mouse distance was fun and creative, and the ambient sound was probably my favorite part. good job, i hope you had fun making it :)
necromancy mechanics was an interesting concept that made for fun onboarding. i think some creative audio would've been its cherry on top. was excited to crash your game with npc spawning but it held up surprisingly well once i left fullscreen. that being said, it was pretty small at that resolution and fullscreen was definitely lagging. spawn cap might be a consideration, depending on where you want to take the playstyle. ty for the experience, i hope you had fun making it :)
the art was charming and the core mechanic was both conceptually fresh and well implemented. i had a difficult time making use of the secondary mechanic but it easily could have been user error. i also had a difficult time getting out of the automatic fullscreen lol. i appreciated the hot reload r key quite a bit, nice touch. good job, i hope you had fun making it :)
this was entertaining. i enjoyed the precision reticle and the classy environment was not lost on me. i believe any kind of audio feedback would go a long way, not just for playability but to accentuate the core and secondary mechanics that, otherwise, were so sturdily implemented. also, i thought a cool feature to come would be allowing fire arrows to set terrain ablaze and ignite enemies that pass through. i hope you had fun making it :)
i'm happy the level select is upping the experience and even more so that said levels are challenging you :) tysm, i'm really with happy how the experience played out. "intriguing world", score! yes i need to look into the resolution thing, it hits weird on some peoples' machines but it seems to be browser-independent? idk i'll figure it out, it'll be changed as soon as i can update the game again. your feedback is so exciting, ty for playing :)
yes, nostalgia! y'all are ticking all my dev boxes with your comments :) great question, a couple ideas i've had since submission were adding reusable bodies, horizontal Ghost boundaries, and objects that act inversely to levers (events that only Ghost can trigger). that's just a couple though, watching you all play it and hearing your feedback keep giving me more :) tysm i'm glad you had fun.
i wasn't expecting the 3d space, that was an exciting surprise. i'm a little impatient with words so some of the exposition and the rules especially, i did start to skim and guess. the drag-and-drop animation, along with the tile casino expansion, was really satisfying. i hope you had fun making it :)
thank you! if i revisit, more death spritesheets will be my first mission lol. yes that's my favorite level! with two mechanics being the task, i felt that i was missing the mark if it called for explanation, so it was important to me that the mechanics and progression were relatively intuitive. thank you so much for playing :)
this one sticks out to me :) i had a pleasant experience. was confused when i got thrown into battle, but was able to figure it out. i love how far outside of the box you strayed to come up with a primary mechanic of cozy gardening and a secondary mechanic of deadly space battle and somehow they complement each other so well. that right there is a beautiful blend of creativity and capability. i hope you had fun making it :)
this was fun to play. i thought the menu could be more intuitive, i did get stuck a couple times before i got the game going. i wanted lest left-ride slide, but that could easily just be a personal preference. the environment was engaging yet classy, my favorite part was the secret level. I hope you had fun making it :)