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 :)
Neat Trick
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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 :)
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 :)
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 :)
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!
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 :)
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 :)
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!
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.
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!
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!