The mechanic was really unique. It got frustrating at parts, but it was so interesting I couldn't put it down. Eventually I learned better control of the phase jumps and managed to get all the veggies. Nice job!
Nuthen
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It seems like there's a lot of interesting stuff here but I'm having trouble piecing it together. I'm not sure when is the right time to switch between modes or weapons. I hope you'll have a chance to continue on this project since it was still pretty nice to play and I managed to get into a flow with it.
Incredibly well thought out. The learning experience was tough, but I stuck it through and slowly began to learn more bit by bit. Really loved seeing things come together. Especially the connections between some modes (like power going out, or things to find in some modes that help you in other modes). Great job!
I can see myself playing a lot more of this one. Big fan of Into the Breach, the additional upgrades and dice elements work really well. Can be pretty tough though. Some small bugs like the King ruining my energy stat every time it attacks. Also if there's any indicator of how many hits the base can take, I couldn't find it.
Great game. I played up to the broken vent. Having to use the mouse introduces new challenges that weren't an issue in Celeste, and yet it feels great to get a handle on the suck and blow mechanic. Levels were designed very well to complement the mechanics. In a full game I could see the learning curve being more gradual though, since a lot of precision and dexterity is required.
The visuals and music are charming and I would be happy to see more of it. As others said I didn't feel much pressure to switch between modes, but I still did it anyway for fun and it seemed like there was good potential for performing combos by switching between each mode. Maybe if cooldowns were longer then it would encourage getting the most out of both modes. The combat still felt good regardless. Great job!
Really nice atmosphere. It was tough to get used to the mechanics but once I started to get a hang of things it felt really good to drift. I kept going for a while but my run ended when I ran into some invisible walls blocking the track, probably after 5 or so warps. Still, this game felt pretty chill and really nailed the vibe you were going for. Well done!
Nice game with some good moments of driving and flying around the terrain. I'll echo the frustration of the police mechanic. And I also had trouble when I needed to drive towards the camera or had trees blocking the camera. Still, these frustrations still led to some interesting situations since I was able to jump on top of a police car while driving and use it as a launching pad to start flying, which was pretty funny.
For the most part I found it to be a relaxing game which I appreciated. There were some moments of frustration like when I hit a generator too many times and the moving platforms glitched out. Also some awkwardness with jumping. I liked having to swap to the zap tool to deal with enemies, so I could see this expanding with more modes that are necessary to deal with even more situations. Nice game!
That's a really interesting concept. It was funny to be in hardmode trying to defeat the scary enemies, then switch to easy mode and seeing them be cute and healing me. I didn't feel much pull to really get out of easymode quickly though even if it meant less damage. Unfortunately I'm not sure if I ran into a bug, since after the 3rd or 4th room it never let me leave even after I defeated all of the enemies.
The art was really nice. The spin on the genre with the card mechanic made things engaging to figure out the right order to use cards in. One thing I had difficulty was it seemed like once I started to get powerful, enemies stopped spawning for like the last half of every minute and there was a lot more downtime than I was expecting. It tackles the theme well. Overall great job!
This has an interesting idea. I think more levels to slowly learn mechanics + more clarity on how some things work would really help it to shine. I found it difficult to get past the turret even when I was carrying someone in front of me. Seeing the actions play out in sequence at the end was fun, good job!
Nice take on the Dark Souls formula. The combat has a good weight to it. I didn't run into many situations that forced me to use the large variety of moves available. But the poison+proc gameplay seemed like a fun take to encourage a different kind of play style. The mushroom world was nice to explore too.
Unfortunately it seems like I ran into an issue where the final boss didn't really fight back, but I had fun testing out the combat system!
A dev of the game here. If you're looking for a group to play the game with, feel free to check out the steam group and we can coordinate a time to play. BBBB Steam Group
A dev of the game here. If you're looking for a group to play the game with, feel free to check out the steam group and we can coordinate a time to play. BBBB Steam Group