Really fun concept and story! I liked being able to swoop around as the dragon. The movement was super smooth, the controls were really intuitive, and I had a great time playing this (:
nmags
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This is such a funny idea, I love it! Controls were very smooth, the idea was very clear, and overall the game was intuitive and enjoyable! The only thing I wish was that there had been something more to it after a while. Maybe "environmental" shenanigans (e.g., squirrels or rabbits chewing up the "course", reducing playable space, or golf carts "driving" over previously at-rest balls to make more chaos)?
Either way, you've got a great, addicting game on your hands, good work (:
I love this idea! As someone who always has characters with "chaotic" alignments when I play DnD / RPGs, this was right up my alley haha
I thought the graphics were super cute, and the story was really creative. I do agree with the other person who said a tutorial might be helpful, but I would 100% play this in its finished state. Keep up the great work (:
I think this is a really cool idea! I wasn't really able to make the game work (the viewport kept side scrolling even if the AI character hadn't updated its position, so the character quickly got lost off the screen with no way for me to try to continue to puzzle out the correct path to move the character forward).
I do like the idea of a reverse platformer and using AI as a way to make that viable, so I'd love to see how this game evolves in the future!
This is such a fun idea, and the use of the sideways keyboard was awesome (I felt really immersed by just that simple change).
I had a hell of a time trying to get the mechanics to work, but once I did, the hand was flying around and jumping all over the place in like a fun chaotic way, so I enjoyed that. I think having a tutorial would really increase the enjoyment factor so that players could get a better idea of how to control the hand as intended.
Such great work! The art was fantastic, the environment was really immersive, and I enjoyed the storyline. I also found it a fun, chill game, one that I could play after a long day to just unwind and not have to think too hard about, but still get stuff accomplished and feel entertained.
As some other players have mentioned, I had a hard time with the learning curve for how/where to place my NPCs in order to have the troops lock on (I assumed they would latch on anywhere along the line, but realized that I had to place the NPC directly in their path for it to work). Otherwise, solid game!
This has a lot of potential! The art was super cute, and I love the idea of doling out quests as a concept, and would love to see how this evolves with the incorporation of the strategy/point system you mentioned.
My one qualm with it was that I was confused on what to do for a bit there. I think labeling the "board" would have made this much more intuitive (I see now in the thumbnail that you show it, but when I opened the game, I spent a long time wandering the map looking for something labeled "board").