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Nemael

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A member registered May 18, 2014 · View creator page →

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I didn't understand fully how you wanted to use the game, but you absolutely can, no problem! If you'd like to ask me more questions on the process or that kind of stuff, don't hesitate to reach out here or in private messages (if they exist on itch.io)

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I decompiled the original flash (.SFW) file, which contained all of the music and visual assets, and it was kind of a pain to wrestle those old assets into Unity. I believe Godot would be much much better for this kind of things!

Oh I see, I'll see if, in the future, I come around to making the game fit this kind of resolution!

Oh that's good to know. Do you have any more info on the resolution you usually use? :)

This was a great idle game, with very stable pacing and no big walls. Every time I felt stuck, there was simpluy a feature I wasn't using properly (most often it was the RAM % sharing interface ahah)
Before I could buy the last upgrade (quantum computing), I hit 1e10,000,000, which filled the ">Program" bar, but I couldn't click anything on the program, I had to buy the quantum upgrade to properly trigger the end, I don't know if that aspect was intended, I just wanted to talk about a small weirdness to me :)
Thanks for making this game, it was a great time!

The art style is cute, but it being hand-drawn led to a bit of struggling on identifying what were the concrete parts of a platform, or differenciating the different elements (ending, crystal piedestrals, etc) of the level

I liked the big friend/small friend dynamic, and the sound for reloading being in rythm with the music was a really good touch!

The arena graphical design could be a bit smoothed out, as would be the number of monsters in later waves (wave 15 was big big barrage of those magic people, and were a bit tediuous to take out), howver, the character design is really good looking, and with the music makes it really easy to want to reach the end of this game :)

This is interesting.

Seeing the different ways of altering one character's movement while keeping the other character's movement consistent was a bit of a brain-buster at first.

My biggest gripes are the speed, which is way too slow, and that feels very punitive to make a misstep. Also, the lack of sound when finishing a level/using a power wasa bit disconcerting, but nothing too bad really :)

This is a very hard game!

Getting used to the dual control scheme is unexpected, it got me struggling at first

The pixel art is on point!

The many small interactions are interesting, I liked that the more coins that I threw, the faster they were going

Really cool puzzles and mechanic!

The sounds were a bit grading, however the puzzle design was interesting, and was always pushing me in the right direction.

This was very very cozy and calming, thank you.

The gentle snow mood was a very good touch

I had trouble seeing the screen, even when pointing my light at stuff :(

I like the idea of switching characters that each have their ability, but I couldn't really understand how to navigate the levels

And also, the arrow keys still works, however you have to play in fullscreen mode for them not to mess with the web page :)

Arrow keys is my preferred way of playing the game!

That's a fun idea. There could be obstacles that are less random and more rythmic, and both snakes should have to avoid them.

The main mechanics is a lot of fun, even if a bit tedious to use the mouse to swap. maybe it would be better to be able to select the object to control with the keyboard :)

This is an interesting game. I'd love to see it expanded with a few more concepts thrown in, for example, the tree growing and decaying, which would change the platforms you can use :)

The music was fun and relates well to the aesthetic and the kind of game this is.

The UI wasn't as bad as you said in your description, the only thing I would say is that the buttons should be a bit bigger, and the UI should have a bigger presence on the screen :)

I liked the concept very much. Some levels were, as you said, challenging, and some were a bit too complex at first sight (but once thought through, each level makes sense)

Well done!

That's a pretty cool tool.
We didn't see a problems with the game's color, but many people are talking about it, so it must be grading to a big bunch of people!

We will look into tools like coolors.co for a next jam :)

The game was definitely a bit laggy in some cases. We worked on 1080p and 4K screens, and at 4K the game's fps just went away. However at 1080p, we didn't encounter this problem (even tho the mice potentially are causing some performance problems ahahah)

2K is a pretty nice score, at this points the trucks are going very fast, well done!

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At first the deal was about mice watching a snake olympics.
However, when the time came to graphically design the obstacles, the only idea left was trucks, because trucks and snake often interact

Head-cannon is that the snakes are in some kind of gladiator arena, in a fight to the death for the entertainment of mice!

The game is cool. At first I had a hard time understanding what I could click or couldn't turns out I could click or drag something onto about everything). I liked the recipe book, but one recipe per page was way too little. It would have been cool to be able to see multiple recipe on a page, and not having to jump pages to see multiple recipe :)


Thank you
I agree that the tutorialising about the red and yellow bullets is definitely not done.

I really like your idea of just swarming the player with ennemies, but it is needed to make them dangerous.

So they might be able to hurt you on contact, for example, instead of firing, that would be interesting :)

Or it would be possible to give ennemies a dash, that would means that it is needed to keep some distance - and miss some shots, which would lead to more chaos

I am glad you had fun :)