I love how it looks!
Nox
Creator of
Recent community posts
Unique gameplay with an interesting choice for keys. I never really got how to spread the other genres over to the other venues. I demotivated in the Latin venue, and when I decided to move around, all other venues where blank, so I still don't get why it happened. I though Demotivating was going to affect the venue I was closest, not the other way around.
The idea of surviving the ooze is pretty cool. I had to right-click everything to know what was throwable, so that is something they could change. I liked that some items got morphed into ooze as well. It involved a bit of the lore but also made some sense since it was organic matter. At some point, the game just started dropping frames crazy, probably something to do with how the ooze was programmed. Good work!
Very interesting gameplay choice. I liked the movement recording mechanic, and that everything from your copy Mchnos to the purple boys only moved when I did! Getting rid of the 30 non-Mchnos is probably possible, but I didn't try that hard. Once they invaded the middle area to kill the H-T, I was done for. Good work!
Glad you liked it! I didn't want the game to be hard, just a demonstration of the tech I worked. The laggy part has to be an issue I fixed a day or so ago, I just haven't updated the file on Itch as I'm waiting for the rating period to end to upload any mayor changes. I left an auto benchmark node connected and it seemed to be firing off randomly during gameplay, I apologize!
I also know what checkpoint you mean, I accidentally moved it down and the overlap doesn't trigger, my bad!
I was expecting bugs to appear with this feature, I ran into some of them while testing and it was mostly dependent of camera position, I'm sorry you ran into one yourself :c
I plan to flesh out the feature to work almost exactly to how they have it on Odyssey, at least that is my idea. Having just a straight line was all I could do, as I literally had 1 day to make this and I spent it all on getting the 2D transformation working :').
I'm happy you had a good time, thank you so much for playing!
Don't worry, I appreciate all the feedback, I'm still getting the ropes of stuff haha. I guess you meant MB instead of GB? But yes, you are right. The game is supposed to be waaay lighter, but I forgot to remove one asset pack from the project before packing.
In regards to GPU usage, that is on me, I'm pretty sure it's because I exported it without changing to Scalable and it is on Ultra settings by default, terrible mistake on my part.
Yeah, it's not a miner HAHAHA thanks for the screenshots!
At first I was thinking why this controls had been chosen, but after playing for a while, I think this simple but effective controls just work perfect. Not a big fan of rage game myself, so I didn't play much, specially after being very high and just falling down to my doom. The art is cute and combined with the music, makes it feel very cozy.
Good work!
The inputs felt really good, but jumping felt a little clunky. I also had massive lag when the game loaded, but I know it's just assets and shaders loading, because I had the same issue as well. As a tip that I also got, try to set the Target Hardware to Scalable instead of Maximum, specially when not having graphics options.
Good work!
The choice for J as holding the rope was very odd, required me to use both of my hands. The platforms being the same color as the floor didn't help much on jumping, plus the monkey only accelerating after holding a direction for a while, which made making some jumps harder than they should be. It has a neat foundation, but needs work. Well done!
Fun and entertaining game! It's like a simplified version of Snake. There might have been another game I played on mobile years ago that was similar. Dashing felt a little clunky, I would've preferred to just dash in the direction I'm looking at, but I understand this would make it difficult to use when there is not enough space to move around, maybe make it move like on Gameboy games? You can rotate the character with WASD, but it you hold that direction, you start moving instead of just rotating around on the tile, just an idea.
Good work!
The game was very confusing on how to play, and it completely remove any of the fun one could've had playing. There is nothing that explains what the buttons on the left are and the only thing that makes sense from the table on the right side is the volume of the voice, the vowels made no sense. The art is definitely the strongest point so far.
Maybe some more arcade indicator would work, like having the words colored a certain way, combined with having the vowel pad having multiple colors or 4 rows of colors with in gradients.
I don't know if the icons on the left are supposed to be some sort of musical notation, but I didn't understand it at all.
You could check out Incredibox for some inspiration.
The game has a solid foundation, just needs work, well done!
The game took a while to load correctly, probably shader stuff so no biggie. The monkeys ran pretty fast, so it was hard to keep them at bay without spam clicking, this could be worked on.
As a reminder, remember to add kill planes under the level so players don't fall endlessly or add level bounds.
Besides that I found it very entertaining!