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norcrel

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A member registered Apr 24, 2017 · View creator page →

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Wow! This was absolutely amazing and felt like it had the polish of a released game. Great job!

Simple, yet very satisfying. Great job!

Nice, I like how relaxing it was and that there wasn't really a lose state. I played until level 4.

I ran into a bug a few times where the dice of the same color weren't matching, and once the enemies started filling the screen it was difficult to roll without the new die getting insta-killed.

Great job!

That was amazing! Thanks for making this, I had a lot of fun playing it!

Love the art style. Interesting take on the mechanics! It started to feel a little tedious clicking on all the dice after a couple rounds, so maybe it needs the ability to roll all the dice at once, then spend them?

Incredible!

Ah sorry, too quiet.

INCREDIBLE

I'm on it! Thanks for playing! :)

Thanks for playing and taking time to leave some feedback! Those are really good suggestions, I'll see what I can do!

Easy to understand but difficult puzzles! Nice job!

Hahaha, I love this idea! It was silly and fun, and fit the theme very well! Great job!

Nice! Well done on the effects, the feel was solid. Overall great job!

Two minor bits of feedback:

I played the game twice, once without reading the instructions and once with - I felt it actually didn't need as much explanation as was offered. The only thing I missed was the drag-to-aim.

Since the goal was to save as many evacuees as possible, it didn't seem that interesting of a decision to power down the rocket. Maybe it'd be cool to have to decide between turrets and shields instead?

I really love the character's animation with the floppy arm and eye! Looks like a great start, but didn't quite seem like it was completed.

Looks and plays great! Some of the bumpers didn't really bounce the ball how I would've expected them to, but otherwise it was a novel idea and I had fun playing it. Nice job!

The connection to the theme is pretty vague, but otherwise the game has a really good feel to it. Good job!

Really beautiful effects when the couple meets together, great payoff for completing a level.

The randomness of the red dots was definitely frustrating during a few levels. It was difficult to read and so it was difficult to plan around, especially for a game about solving puzzles.

Otherwise, great job! Would love to see more :)

I also encountered the room where everything was just dark, but seems like you already fixed it.

I like the eyes that force you to leave the orb in certain positions to progress. The last room before everything went dark (the 3rd room I think?) felt a bit janky though because I needed to jump in mid air and nudge the ball upward in order to get the right position. Maybe I didn't quite solve it the intended way, but that's what I ended up doing.

Other than that, great game! The idea is very unique and the art and music are really cool. Good job!

Easy to understand how to play, yet required much deeper levels of thinking to figure out what to do. I like it!

The art is also on point! Great job!

I like the music! The sound in general fits very well together and does well to evoke a playful and explorative mood.

It took a bit of playing around to notice the spider reacting when I was nearby, but once I got that it was pretty clear what I had to do. I did have some trouble sometimes coaxing the spider out sometimes but I was eventually able to win.

Nice job!

Thanks for playing and taking the time to provide some feedback! That's a good point about the enemies and I'll work on addressing it!

Thanks for playing! I'm glad you liked it :D

Nice! I like the ambiance. The level design was solid and the mechanic was unique. I think this fit the theme really well and I would love to see it get more developed!

Great job!

Wow! Thank you so much for the positive feedback! :)

(2 edits)

I love the dynamic soundtrack! It was really creative to have each dwarf add something to the music.

The levels were well-crafted and the story and worldbuilding was charming :)

A minor piece of feedback - I think the physics that each dwarf adds weight is interesting but I think I'd prefer the puzzles without it because it was unclear how much it would affect me. I finished the game but the mechanic led to a lot of trial and error that didn't allow me to think ahead about my actions. It's also possible it would still work if it were more clear about its effects.

It was fun figuring out the puzzle that each level presented. I think there were a few important actions that had animations associated that I wish were a little shorter. For instance, putting the bird down felt like it should be a lot faster since I was doing it often and often had to while with time pressure.

Overall, great job! I had fun and the level design was very creative :)

I'm glad the power balance seems to be resonating. I'm hoping to explore it more in the future. Thanks for playing and taking the time to leave some feedback!

Thanks for playing! I'm glad you liked it :)

Interesting concept! I ran into similar issues others have commented on about not being able to light the last bulb and that lines seemed to have a specific orientation, but otherwise it was fun seeing the circuits light up. This could be a really interesting puzzle idea for learning more about electric circuits.

Good job!

Everything about this is absolutely amazing. Great game and excellent job!

I had a lot of fun with this! The levels were nicely designed in a way to make you think about how much you should be carrying to clear obstacles, and there was a good balance between wanting to carry more and making the hazards harder vs being lighter and making more runs.

There was a bit of confusion on my part that I expected the ATMs to be linked, as in I could withdraw from a different one than I deposited. Maybe something less electronic would make it more immediately clear?

Great job!

Thank you so much :) And thanks for playing!

It was pretty tough cutting things but you're right -- it ended up being the right call. It was hard to see it that way in the moment but it helped to ask myself (sometimes in the middle of working on something) what I needed to do to be feature complete and if my current work fit into that. And sometimes even that question was hard to answer... I'm glad with the result, though, and it's good to hear another voice echoing that as well :D

Thanks so much for the positive feedback! Makes me excited to add more :) 

Ahhh I see. I totally understand :P Although I gave feedback on it, it makes sense that this was cut. It probably affects the experience a lot less than polishing up another feature. Solid scoping decision :)

Nice idea! As others have said, the spikes are a bit too punishing/difficult. The hitbox could be more generous, or the time they're down could be longer.

The art looks great :D

I love the art! It'd be funny if you could choose when to breath ice/fire and the Jiangshi would only move toward you while you're breathing ;)

The direction seems pretty open at the moment, so no strong suggestions on my part. That being said, it might be cool if the enemy base sends waves to attack you or there was more resource balancing that you have to do. I'm not sure what the core game loop is going to look like yet though, so I wouldn't expect them to be in the game unless it makes sense for what you want to make.

(Hopefully not explaining something you already know!)

Since you have what looks like a 1:1 isometric projection, you can change the movement mapping from:

Up: (0, 1) => (1, 1)
Right: (1, 0) => (1, -1)
Down: (0, -1) => (-1, -1)
Left: (-1, 0) => (-1, 1)

Or something similar. Note that the vectors above are not unit length, so you might need to change it to something like UP: (sqrt(0.5), sqrt(0.5)) if you're multiplying by some speed.


Otherwise I don't think it was a bad idea to use isometric, it makes the art much more interesting to look at than a plain projection :D I do agree it takes more effort to work in though... Still, great job! There are a ton of great features for the amount of time you had.

OH! That makes so much more sense! When I read "... use them to replenish your health, and flail them around to hit others" I thought it was a choice I had to make. I was able to progress much further after that, and the syringe healing a chunk of health made the progression a smoother as well.

Thanks for explaining! I played again and had a ton of fun!

The animation and music are great. Gameplay is good too, and somehow reminds me of reverse-Mario or something, where a second player has to go through the mess the first one made XD

If I had to provide any (hopefully constructive!) critical feedback, I'd say I wish it were a bit faster paced. It also looked like the bottom of the stage would kill me, and it was hard to shake the association. Maybe I'm carrying too much baggage from Mario XD

Good job!

Definite Papers Please vibe, in a good way :) It was pretty funny to draw all over my desk XD

Nicely done!