i love this
oolimry
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This is incredibly creative and the puzzles definitely are very interesting! It's not just one gimmick about the pause menu, but the game really explores every possible interaction between the various settings and how it affects the objects and the mechanics! I felt the execution difficulty of some of the puzzles was abit annoying, since it's hard to predict what would happen when you change menus and such, maybe an undo feature would be really helpful, though I understand undos in puzzle platformers are a really pain.
I didn't expect something like this but the idea is so interesting! It's kind of like pong except it's now a platformer. There's some details which I found really interesting, like how the angle of the jump is very variable and that moving backwards is really slow, definitely makes the whole game feel chaotic and even ragey sometimes.
Some of the levels feel abit tight though, I think the game definitely could use abit more polish especially with the level design
Definitely an interesting concept and take on the theme. The puzzles ranged from okay to good, most of them had some interesting idea that isn't immediately obvious, though the exact counting of turns was abit finicky. The wide cast of items and enemies definitely adds to the variety of the puzzles, and there were nice interactions between the mechanics and elements, like how the squid can steal items too.
The overall vibe of the game was great! I liked the GBA style graphics and sound effects, the whole aesthetic is pretty cohesive.
To be objective I think this game is pretty good, the concept interesting where you control a cursor to move around the blocks. The whole idea of claustrophobia - the cursor getting in the way of the player and trying to get them out of the way is pretty fun. The vibe is pretty good too, I like the visual effects and sounds, really gives those retro puzzle game feeling.
I guess as a fan of hard puzzle games who played a lot of sokoban-likes, I just can't help but feel that this is like a well thought of variation of sokoban - feels different but quite similar to the core. Not sure if it's the level design or just the mechanic itself, a lot of the levels follow a similar pattern - use the cursors to move the blocks to some place, then find some crevice to get them out of the way. Playing games with several player characters have definitely gotten me used to this kind of movement too. Probably cause of that, I felt that I was moving more than thinking, in every level trial and error and moving "what feels right" I could solve the level
To be honest I've seen veggie quest before and I was reminded of it when I saw the theme. Even though the concept is the same as veggie quest, I feel the way it was explored here is very creative and well fleshed out! By varying the movement pattern and forcing the player to return to the start, it creates many different, interesting puzzles. The geometry of the game is really elegant and the patterns I draw on the board often fall into place instead of looking arbitrary.
The presentation of the game too is great, I really like the small player/goblin icons which show which squares are reachable by either creature. Really really helps with visualizing the board.
Portals? Non-linear movement? Snake fractals? Bcat just keeps pushing the boundaries of what is even possible in puzzle games. This game is amaizng, the puzzles are great and concept is as novel as it gets. Still working on level 9 but can tell it's a great puzzle. This time the presentation is great too, the music makes the whole vibe even more wonky as I watch the snake do super unpredictable things like multiply themselves or disappear into thin air.
The voice acting is really the best part of it, the it blends in with the tutorial of the game was something that strikes me as really genius.
Fundamentally it's a bullet hell game, but the way it's twisted to fit the theme was amazing, I didn't expect to be playing reverse golf. Still, the game feels fair but challenging! Two things about the mechanics I liked - the shadows of the balls about to land helps me predict where to avoid, and the fact that the balls destroy each other lets me try to divert the red balls to crash into each other.
The idea is amazing, never thought that I'd be playing a sokoban box. Alot of the puzzles also have interesting concepts to them, you gotta figure out where's the right place to position yourself to sneak up on the humans, I especially liked level 2 and 5!
My main complaint would be the gauging distance, which is not easy to predict and one mistake could set you back maybe minutes of gameplay. I think an alternative would be to click and hold on the square you want to go to, and then you must hold your mouse there some duration before you can slide into that square.
I like the concept of the game, of modifying the stage instead of the instructions itself, though I feel the puzzle ideas aren't as explored as they could've been. As others pointed out, a button to skip the timer would be really helpful, and maybe even just doing away with the timer entirely and just one button to start the level would work too.
Bug - when dragging around the moveable platforms, you can "push" the child around. You could use that to move him off screen, or even transport him to mom even before 30 seconds is up.
I like the mood though, it's pretty funny with the really scared child and the scary mom
too easy... to make me laugh omg
This game is great and awesome, had a good laugh for like the entire game. It really gets more challenging without ever getting unfair, it's really well balanced! I loved the entire vibe of the game
Also, even after playing it 20 times I still can't tell the difference between a crosswalk and a road oops
I've got pretty mixed feelings about this. The concept is brilliant, and alot of levels expand on the concept of dying, some require you to not die, while others require you to race to die. The best part was with the slime and spiders, I think those levels were really interesting.
The art choice seemed the most jarring to me. The stages had alot of uneven surfaces that I can't tell are solid platforms or not. There are also some annoyingly tight gaps that made the experience abit annoying to play. Overall I did enjoy exploring the concept and consequences of the game, but over time it got a little too difficult to carry on with the game
I like the concept, reversing the roles after 15 seconds is a unique take among most games they just reverse the genre.
Having the consequences spill over makes it quite strategic, though it feels a little too chaotic, and it feels like the attack and defence part are somewhat serperate unless you really go and remember how each bullet goes. Still, I like the chaotic vibe of the game
The concept is there, but after playing abit I found myself mostly just placing down blocks and it became a reaction speed thing. I think maybe several shorter levels could've demonstrated some of the strategic choices possible, instead of one long runner which felt like just placing blocks in order without thinking too much about strategies like height and the jumping
The ball left on the right side... so I click the right... wait not I need to click on the left instead!
Idea is really really creative! The game is great at making you confused which side you should add on and before I know it I'm mixing everything up and counting everything wrongly. Had a blast trying get things straight and be the scoreboard
I think the amount of time it took for the ball to respawn is a tad bit too fast, especially at the beginning of the game. Sometimes I can't even tell if the ball is respawned or bounced off since everything happens so fast. Also, the web version didn't load for me but the downloadable was fine :)
This is probably really one of the rare times I can say a puzzle game really touched me.
Most puzzle games (and especially puzzlescript games) are difficult, often frustratingly difficult. That's not to say this game isn't challenging. But seeing flowers grow and water flow, it really brings peace and comfort. Listening to the game talk to me as I nourish the flowers really gives these puzzles meaning beyond just solving them.
Story and mood aside, I think the puzzles were great too, mechanics were communicated really well and kept finding interesting uses. (For me it started to get a bit stale but when chapter 5 started I was amazed at how deep this game can be)
Thanks for letting me nourish this garden :)