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Project Syl

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A member registered Mar 23, 2018 · View creator page →

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Thank you! I noticed too late that firing diagonally is not as intuitive as I expected, maybe I could have either added a separate tutorial for diagonal firing or replaced the text on "watch out for water". Lesson learned I guess :D

Thank you! Finding out how to properly handle firing the cannonballs was a real challenge. It would have been so much easier if pico8 had a second d-pad or stick, but working around those limitations is part of the fun! 

Glad you enjoyed it!

I really like when a puzzle game gives you simple mechanics but then throws complexity at you with the level design.  The art is really cute and the sound effects are on point. Really well done! Got stuck on the level of the second screenshot but I had fun the entire way

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Rev is threading the limit between cute and menacing and i love it! The feel of momentum is on point. Maybe you could zoom out the camera a bit to compensate for how fast you can go. Also maybe having an extra button for jumping? Aside from that it felt great!

Your game was really fun. A really solid core mechanic and it feels good to micromanage the machinery and your movement. The spritework is great, and the atmosphere with the music is really nice. This feels like it could be expanded to a full game.

However there are 4 things that kinda bothered me: 

1- The hallways feel too narrow. It's not unusual that when you're cornered and manage to stun a bunch of them, they inmediately get replaced. And the un-ghost/re-ghost animation is too long to multi dash forward.

2- More than once my ghost got stuck in wall edges, killing what I felt were promising runs. Does it use move_and_collide instead of move_and_slide?

3- Killing enemies does nothing: I know that vanishing the common guys is supposed to clear the lanes but at some point they come in larger groups that my mouse can drag. If in the future you manage to make them more distinct by giving them different movement patterns or speed that could really spice up the gameplay. 

4- No healing: Since every mistake is permanent in a run, if you make one early on, you're compelled to reset manually. Which can be a pain point on some users. 

These don't change the fact that you have something that is already good with even more potential in here!

Once I understood that wiggling the sword was the most effective way of attacking the game got really addictive and fun. Balancing your energy is a nice twist on the survivors formula. Also the music is really nice. Well done!

Thanks a lot! I thought that if the main firing mechanic was robust enough then the levels would add the complexity and speak for themselves. But if you're stuck on a level there's a cheat code on the end of the game's page.  

Oh by the way I saw your game and I have to say WOW.

Thank you for your words! Cute/silly was what I was going for, but I was worried that the sprite size limit would mess with that. I'm glad it worked.

I can't believe you made all of this in such a short amount of time. There's a certain beauty on how heavy the robot feels while trying to do otherwise relaxing farmwork. I laughed when I burnt the land trying to till it equally. 

You truly nailed the "not built for this but i'll try anyways" feeling. Well done!