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Neat Trick

220
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2
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A member registered May 03, 2021 · View creator page →

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What an ingenious mechanic that's a lot of fun to play. Creates a wide variety of interesting platforming challenges. Really enjoyed it! Well done :)

Clever core mechanic with a beautiful retro presentation. Might benefit from a bit more feedback on how traits affect each quest, and why specifically quests are failed. Regardless, loved the quest writing and the potential of the overall concept. Great job!

Very solid core mechanic that's a nice twist on traditional match 3 gameplay.  Minor note - I had a bit of trouble figuring out how to change the color combinations at first, but once I did I had a lot of fun working through the solutions. Great job!

Really fun concept with a good amount of strategic depth and a great minimalist, retro presentation. Definitely easy-to-learn, hard-to-master, which is ideal. Excellent job!

Really ingenious concept. Core gameplay hooked me early, but became even more engaging when the object collecting/dropping mechanic was introduced. Hit the "easy-to-learn, hard to master" sweet spot for me. Super charming presentation as well. Excellent work!

Definitely understand. There's only the one level right now, but the pacing and difficulty ramp are two main areas I would focus on if I continue to flesh it out. Appreciate the feedback :)

Really interesting turn-based puzzle that requires a surprising amount of strategy. Great application of the theme, and a beautiful overall presentation. Great job!

Well-executed, solid concept that could be fleshed out into a wide variety of clever and challenging environmental puzzles. Hits the "easy-to-learn, hard to master" sweet spot for me. Nice minimalist presentation as well. Great job!

Really clever and unique concept that comes together as a fun brain teaser. Incredibly charming presentation as well. Awesome job :)

Really solid core mechanic that's easy to pick up but has a good amount of strategy build into the concept. Might benefit from showing the health of your minions so you can make better strategic decisions in a pinch. Could also be interesting if there were traps in the rooms you could lead the hero into. Regardless, it's definitely worth fleshing out. Nice work :)

Solid proof-of-concept with a very beautiful retro style. Could easily see this being fleshed out with new homebuyers that have particular phobias you need to exploit to get them out (increasing the scare challenge). Hope you keep fleshing it out! Good job :)

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Interesting concept with a great retro aesthetic. I did have some difficulty with the controls, so it might benefit from having a control scheme that's more traditional and uniform (doesn't change between characters). Regardless, I think the premise is very solid and could definitely be built out further with multiple hero and boss types. Hope you keep fleshing it out! Good job :)

Clever core mechanic. Fun application of the theme with smooth controls and a nice minimalist style. Well done :)

Thanks so much! The feedback is much appreciated :)

Thanks so much! Will definitely focus on the block placement mechanics and the difficulty ramp if I continue to flesh it out. Greatly appreciate the feedback :)

Thank you for checking it out! Really appreciate the feedback :)

Thanks for playing! The overall difficulty is definitely an area I will focus on revising if I continue to flesh it out. Appreciate the feedback :)

Thank you! Much appreciated :)

Thank you! Much appreciated :)

Thanks so much for checking it out! So glad you enjoyed it :)

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Fascinating premise with a charming but haunting overall presentation. Was definitely intrigued by the concept early on, and once the demon hand was introduced I was hooked on uncovering the game's secrets (though it did feel a bit difficult to counteract). Would love to see a fleshed out release for this with even more branching paths and mechanics (perhaps other ways the ghost player can interact with the environment). Fantastic job :)

Intriguing concept with a very unique aesthetic. The story is rolled out at a good pace on both sides, and I found myself making choices just to see how the other side would unfold. Very well executed presentation overall. Excellent job :) 

Really solid concept with a nice minimalist presentation. There's an interesting strategy present around swapping quickly when you're low on health (or when you come across someone with higher health on the other side). Could be a lot of fun to flesh out with different team/ability types. Well done!

Thank you for playing! So glad you enjoyed it :)

Thanks so much! Greatly appreciate the feedback :)

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Thanks for playing! The overall difficulty is definitely an area I will focus on if I continue to flesh it out. Not sure if it was clear or not, but you can also defeat enemies and defuse bombs by shooting at them when you're not holding a block (blocks will also defuse bombs if you crush them with one) - apologies if those mechanics weren't made more obvious. Regardless, I greatly appreciate the time and the feedback :)

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Excellent core mechanic that's easy to pick up with a great difficulty ramp and a good amount of strategy. Could be a lot of fun to expand with multiple heroes, traps, and dungeon layouts with more than one treasure to protect. Hope you keep fleshing it out! Great job :)

Fun concept that's more challenging than it seems at first glance. It's a bit punishing to have all sides of the platform trigger defeat, so it might be worth keeping the hotspot on the top of the platform only (could even use the sides to push enemies out of the way). Regardless, a solid core mechanic that could be fleshed out with a variety of level designs and jumpers. Well done :)

Clever inversion of the Zelda item puzzle mechanic with a very charming presentation. Well done :)

Fun and clever core mechanic with smooth controls and a beautiful minimalist presentation. Might benefit from a slower roll-out of enemies at first, but has a ton of potential to be expanded with different enemies, power-ups and level designs. Hope you keep fleshing it out! Awesome work :)

Definitely a well thought out core mechanic that makes for an interesting turn-based deck builder. I love that what you choose to play ends up essentially changes each player's class. It's a solid foundation that could be very fun to expand upon with random scenarios & possibly card types that contain extra abilities. Hope you keep fleshing it out! Well done :)

Ingenious concept with an utterly charming presentation. Only minor note I have was not seeing/understanding the auto-movement requirements at first, but was only confused about it briefly. An intuitive core mechanic that opens up a world of environmental puzzle scenarios. Had a ton of fun with this one. Excellent work!

Hilarious concept (the image of the depressed door lying on the couch was the best), and the fun for me was seeing how the door's one mechanic would need to be used in the next scenario - kept me playing longer than I expected, for sure. Well done!

Fun presentation with a quirky vibe and good feedback during gameplay. Minor note that I found the car a bit difficult to control going left/right, but still a satisfying core experience. The music is also incredibly well done. Congrats :)

Thanks for the feedback! Much appreciated :)

Thanks for playing! It definitely needs some better onboarding for the block mechanics, so it's something I'll focus on if I continue to flesh it out further. Appreciate the feedback :)

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Great overall concept with a charming presentation. I don't think I quite understood the sleep mechanic (wasn't able to get all three characters to do it), so I wasn't able to advance very far - the game might benefit from some contextual tutorials (e.g. giving you prompts on what to do during certain gameplay states). Also, an idea to make the character switching more intuitive could be to allow every enemy type to spawn regardless of who you're playing (instead of hiding the threats) so it's more obvious that the player needs to constantly switch back and forth to deal with them all (not sure if this is a mechanic you included in later stages, so apologies if so). Overall, a very solid foundation that's well worth fleshing out further :) Nice job.

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Incredibly creative concept - a cool mash-up of a "Papers, Please" type management sim and a turn-based strategy game. Might benefit from some more info/feedback on how best to use the defensive elements (perhaps some range highlighting on the grid for elements like turrets). Also, it could be interesting to add more synergy between the two gameplay mechanics (for example, if the way the player answered emails affected the type/amount of defensive resources you could deploy). Regardless, I love the idea of having the dual systems, and the theming is hilarious/very unique. Hope you keep fleshing it out!

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A fun and clever core mechanic that fits the theme well, along with a very charming overall presentation. Could be worth trying an iteration where the character can only bounce on player-selected platforms to give the player some more control (coupling that with a higher bounce and fewer platforms placed close together might also be needed to help with that). Also might be worth trying a version that zooms out to show the whole stage at once, which could help regulate the difficulty a bit. Regardless, a very solid core mechanic with a ton of potential. Hope you keep fleshing it out!

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Super clever concept and presentation with very intuitive UI/controls. Excellent idea incorporating the videos. Could see this even being quite a valuable leaning tool for students as a fully fleshed out concept. Fantastic job!