Smart and challenging puzzle game. Some really cool mechanics, smart level design, and great use of FX! Also, that song is a banger. Amazing work!
Robot Girlfriend
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THIS was incredible. I loved how the golf mechanic works in the overworld and then the battles were a great mix of strategy and skill. So freaking cool. I had an incredibly clutch victory over the king (literally a long ricochet shot from across the field against the final knight that would've killed me that turn) and I threw my hands up in excitement. It felt like sinking the 8 ball in a game of pool. I can't believe a jam game gave me that range of emotions.
I enjoyed that there was a little "story" ... just enough to be a treat when I got to the end. Everyone should play this game. Seriously.
Another really impressive game. I love the playful vibe that comes through in the animations and cute little sound effects. It's also a really cool idea and all of the various interactions feel really polished. Love the simple control scheme. I wouldn't be surprised seeing this in an app store the quality is so good.
Things that stuck out to me in terms of critiquing:
- The camera movement was cool but it made me feel a little motion sick. I'm pretty susceptible to that though so it's probably a non issue for 99% of other people
- I would sometimes click multiple times over a group of enemies, then my little guys would kill one of them and start following me but ignore the other bad guy that was chasing. Ended in some "unfair" defeats because I couldn't tell my guys had stopped attacking!
Would be cool to see more dynamic gameplay and roles with your little serfs if you were to keep developing this. But it's super polished and great, especially for a jam game. Awesome job!
Wow I'm blown away by this. It was very polished and fun, the game was cute, and the puzzles were super challenging (for me). The way all the mechanics worked together was really amazing, and the "hints" were just the right amount of information to be helpful. And the last level....without spoiling anything...was perfect.
Seriously awesome work.
I love a good tower defense game. There's a lot of creativity to be had in mixing + matching your weapons and "towers" and I really appreciate the addition of some random chance through the dice mechanic. Really like the simple progression through colors / weapons and it's a great use of the asset set. Awesome work!
Hahah this is so fun. What a great idea and I would never look at this asset pack and be like "yeah, this is perfect for a Mad Max style truck battle in the desert."
A few quirks I noticed -- for me my truck's bullets were "behind" the truck in terms of order in the layer, which made it tricky to see where I was shooting sometimes. Also, you can go reaaallly far into the distance which is cool but I'm also not sure if it made things too challenging to actually hit enemies. I'm 50-50 on it.
Loved the addition of jumps and the fact that enemies would go flying off of the jumps as well. Would've been cool to have another enemy type and maybe even a boss battle? Honestly I would play this as a full game. It's great. Awesome work!
I really enjoyed this! Kind of reminded me of that old slender man browser game but less terrifying. Agreed it wasn't super scary but it had a nice creepy atmosphere and made me jump a few times. I actually thought the neon-ness of the graphics was kind of unique, had kind of a kitschy horror vibe. I liked the random events that shook things up every once in a while and made you change up your strategy. The pacing also worked well. Overall a nice creative use of the assets and a cool concept!!
I saw other people mention this but I also hit the non-restart bug in the browser. But it wasn't a big deal.
Nice work : ).
This game is basically a slo-mo execution-style headshot simulator. It took me a second to figure out the controls, but once I did it was fun and satisfying to play. I really like that you leaned into the slo-mo mechanic and made it a core part of the gameplay. After a while I was kind of in a groove rolling around and blasting swordsmen out of the sky. It was pretty cool.
The controls felt very responsive but there were a few sticking points for me: 1) the jumping felt a bit jerky and I was frustrated when I kept hitting my head on the platforms while trying to jump enemy attacks (esp the ground pound from the tanky guys). It felt like a bit more space to move around might open things up a bit and create more fun creative ways to kill stuff, and 2) I kept mis-gauging my rolls and rolling directly into enemies. I'm not sure why, but I think it's such a quick movement and you cover so much ground I couldn't quite get a feel for it. 3) Frozen swordsmen in mid air attack the second they become unfrozen. This might be by design but damn, they got me every single time
Overall it was a lot of fun! Could easily see it expanding with new enemy types and combinations to create a chaotic arena battle high score fest. Great work!
This is really amazing feedback, thank you so much for writing such detailed thoughts. I'm really flattered that you played the game enough times to see all the dialogue! I had a lot of fun writing, animating, and generally trying to capture a silly upbeat feel so I'm glad it translated in the final product.
As far as your specific points:
(1) This is a really great point that I had not considered at all. I was a little unhappy with how the wizard controlled generally (using arrow keys felt clunky compared with a more "twin stick" or mouse and keyboard approach) and tried to keep it as simple as possible. I think your suggestions here are spot on and would give you more flexibility while playing him.
(2) His attacks are supposed to be on a (short) timer but I kinda got that sense too that something was up while testing. I'll take another look.
(3) Hahaha, point taken. I will consider these suggestions for maximum cinematic combat : )
(4) Also great suggestions. Visual indicator for attack cooldowns specifically was on my list of improvements and I was starting to burn out so I left it out. Definitely something I will add in the next update!
Again, I really appreciate the detailed feedback and constructive criticism. I think there's still some fun to be had (a rogue-like with some progression elements for the riders / horse would be super cool), so I may keep working on this. Thanks again!!
This game has a very addictive quality to it. I love rocket chicken. So simple, so smart, looks like a devil and then turns into a rocket. Who would've thought? Kind of like Icy Tower for the year 2020 where we're actually living in hell and there is no more ice to build a tower from.
Had a bit of a difficulty curve and then a difficulty drop once you learn the procedural chunks. But I still had a great time with it. Was the perfect amount of challenge / content for a jam game, and I would 100% play it again if you added more hooks to keep you invested over time and increase the challenge. I liked the music too! Awesome work.
This is a really cool idea with lots of potential! I liked that it was pretty low touch but it was satisfying to see the little faeries fight. The tiles and spawning was well implemented. I could see this being a really fun mobile game.
My primary feedback is that it was a bit short and quite easy. I would've liked to see the enemy respawn a little stronger each time I kill him. It's a really cool idea and would love to see more. Overall great job, especially for your second published game.
Finished the game on Normal. Really impressive how much content there is and the level of polish...I'm pretty sure it took me 30 minutes with 4 deaths to beat it. Lots of great little touches like the kill counts at the end, NPC dialogue, arrow indicator, etc! As far as visuals, I think the post processing is a little much but the ambiance is cool. The tutorial was so thorough...I feel like you communicated all possible expectations and prepared me emotionally (and intellectually) for what I was about to do. A few pieces of constructive criticism:
1) The companion mechanic was fun and I was impressed with the level of control. However, it would've been nice to see this mechanic explored more meaningfully in the gameplay and boss fights as I think it really sets this apart from traditional bullet hell games.
2) The boss battles (I'm not much of a bullet hell player so please take this with a grain of salt): it would have been nice to see a little more variety in the fights themselves. Things like the bosses moving around, maybe some physical attacks rather than just lots of projectiles to dodge. I also got a bit frustrated at how arbitrary the periods of bullet hell invulnerability lasted. Ultimately I felt good after I finally beat them though.
Sorry for the wall of text. Overall this is an incredibly impressive and engaging game for a jam entry. Amazing work!
Definitely a unique idea and use of isometric design. It took me a few minutes to get the hang of the ground moving mechanic. I travelled around a bit and was able to find some eggs, but I wasn't sure how to actually collect them. I liked the whole concept and the Star Wars style intro, but I think the game could benefit from a little more of a tutorial to set you up! Nice work, though!
I really enjoyed this game. Admittedly I wasn't familiar with the concept of "rock paper scissors" when I started playing so it took me a second to figure out how it worked. Once I did, it was a challenging (but rewarding) game. Agree the death animation was cool and the level design is very intelligent, though I also tended to sprint to the next room if I couldn't figure out a solution. Got a souls-like bleakness from it, for some reason. But in a good way.
I haven't beaten it yet but I feel determined so I will return : ).