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RedRobot

16
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1
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A member registered Jul 03, 2017 · View creator page →

Creator of

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I think it needs some more polish in terms of feedback to the player, but the concept is really fun and I enjoyed it a lot.

Love it! It's a really clever idea and the puzzles are well-designed. The only issue is that selecting and scaling feels rough because of lacking feedback. I think it needs some indicator for when you hover over selectable tiles and when you drag across them. Otherwise, very nicely executed!

A creative and well executed concept. I really like the puzzle design. The only problem I have is that the game's physics are a bit finicky to work with. I still enjoyed it a lot! Well done!

I like the creative concept. It took me a while to figure out the crafting system because the drag and drop is a bit bugged when the blocks are dragged to fast, unfortunately. But I did enjoy it once I figured it out.

This is really enjoyable. I liked the visuals. The game is really polished.

I like how you interpreted the theme. It's fun to float around in zero-g and make risky jumps.

Thank you for the positive review!
Yes, you can actually die in the game if you take too many hits. We just didn't want to make it too challenging because we weren't able to add check points before our deadline. We decided to have the Morph Chambers heal the player when used, instead.

It looks like the controls aren't working properly for me. I can only move to the right... Love the dancing guy on the title screen, though.

Thank you for the feedback! I'm glad you liked it. Yes, unfortunately the gravity scaling is too high. Probably something we can fix after the Jam.

Thank you for playing! Yes, Metroid-like was what we were going for.

This is really well done. I like the atmosphere and art style. It gets really tough quickly, though, but that seems intentional.

Really cool concept allthough I didn't fully understand how each mechanic worked exactly. There seems to be a fair amount of decision making and strategy. I do think that because of the randomnes, the moments where you don't get to shoose between two options because both are the same come up too frequently. Maybe this could have been fixed by preventing the two element- and bodypart-dice to show the same result in one turn, so you allways have a choice to make. Going further, I think the option to hold a die for the next turn instead of having to use all of them could have added an interesting layer of strategy.

Really cool concept. I like the Idea of damage you have been dealt to also reducing the damage you can deal to enemies. I feel like the radius around the diece you have to click inside of is a bit small and it can get a bit fiddly and frustraiting trying to grab a die.

Happens to me consistently at the third obstacle you have to roll under. I don't think it's because of my timing.

The Mechanic is simple but really well executed. Gamefeel was great except that movement felt just a little bit to slow for me personally.
The music is so Hype!!

It is all one path. Once the attackers reach the hole on the underside they come out on the top side and continue there.
Thank you for your feedback and for trying out our game.