Thank you. This is really very important for us!
Original_show
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Thank you very much! This comment really cheered us up. Unfortunately, we didn’t even make it into the top 1000... But I can congratulate you! You took 20th place and deservedly so. I'm proud of you! Perhaps one day we will make a game that everyone will love, but apparently our time has not come yet...
The game is very polished. The artists' work is gorgeous, they are great. The idea to make an arcade is cool, but the implementation of the theme is not very good. The initial level with the choice of planets does not have any semantic load. I think it would be possible to do something similar to the last stage of development in the game Spore while maintaining the arcade component. The variety of enemies pleases. In conclusion, I will say that you are really great.
That feeling when you need to step on heads to complete the game. The game is cool in style. The drawing style is simple but cool. It's cool that you worked with particles, it's really on topic. I didn't like that there is no limit on the number of objects on the stage. You can break the game with such a meta, which is what I did by spawning a lot of marshpilow and pushing myself out of the map.
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Also, if you throw a marshpilow when you get close to a wall, it will stay behind it. I assume that this is because of where the throw point is. It stands in the wall and the collision pushes it out. This can be fixed with an additional check or you can make the level border wider than one tile as an addition to the first point.
Interesting game about a flea. The name of the game was very clearly inspired by the first version of the game Hollow Knight and its old version Hungry Knight. Also visible is the inspiration from the game Rain World. I didn't really like the gameplay, but the part with metroidvania as an attempt was not bad. Perhaps the game should have added something else to the main mechanics. The old slot machine style is interesting to look at, but there is a real lack of music.
A strange game. It is clear that the blue dot has a navigation system and from a technical point of view it is cool. I can't say that I really liked the game, but it has its charm. Switching from a top view to a dot was unusual, as if we had swapped places and now we are the ones being driven. As for the technical part, I don't understand why the camera in 3D always tends to fall. In my opinion, this spoils the immersion process.
The idea is not implemented very well in my opinion. I don't like that the hangers are so mobile that they can get carried away and knock down the weights and everything else. The artists' work is good, as is the musicians, but the programmers need a lot of work. And so the spirit of the grandmother is conveyed with warmth and love.
The concept is great. In principle, the mushrooms are cool, but the sprites in the game are terrible. The pixel sizes jump in size, and the sprite palette itself is not very beautiful. The animation of the enemies is also not done well. I would have made more animation frames for the enemies. I am ready to praise the implementation of the idea itself. I liked playing, but the visual part suffers. Also, there is no normal UI design.
The game is quite boring in my opinion. The enemies spawn too far away and the feeling of flow is lost. It was possible to make an animation for them to appear, but make it closer, and to improve the main mushroom add an improvement to its basic attack, for example, a shot not with one projectile but with several. I noticed that you worked with the navigation of the enemies and this is commendable. The music on the level is pleasant, but the sprites are poorly made. The size of the pixels is different and this spoils the feeling. Thanks for the mushrooms and your work.