Thanks!! That'd be a really fun idea. Multiplayer is a beast to program but I sooo wanna figure it out for this one!
Rogue Robin Studios aka Gnome
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Loved the sound and the concept! It was a little awkward to control and to know where I was aiming, I think it'd be nice to have a more cubic shape rather than a flat disc. The wind puzzle was particularly challenging since I'd slide up and over the ice.
But this was pretty fun and I love the atmosphere!
Really wish I could see what you would have done with this had you had the full 3 days. It's a nice, simple dialogue with really nice visuals. My only issue was that the lit side of his face blends in with the words.
I like the options to cooperate more or be more of a pain, and the fact that I was able to explore all the endings without a ton of guesswork.
Really felt chilly, and I forgot for a moment that this was made with in-engine assets! The sound also really added to the atmosphere.
My main issue was with the controls, but I can't really say more without spoiling stuff. Suffice to say some stuff you have to do to win didn't work smoothly. Also the guy screams after the timer ends even if you win (but I'm not knocking points for that)
But yeah, really well done!
Congrats on your first game! This seems like a neat concept that could be extended with more levels if you wished to. There's plenty of potential for fun stuff like moving obstacles that require clever timing.
Perhaps controls-wise it'd be nice to queue movements so that they trigger the moment you hit a wall.
Overall, great job! Finishing a game is a huge accomplishment!
Core Mechanic -> The infinite upgrades is a really cool feature, it allows me to have ridiculously powerful towers, which is what makes a tower defense fun!
Game Feel -> Very satisfying. Ignoring the upgrade bug I really enjoyed playing.
Visuals -> Very nice! The grass and road textures work pretty well. My only issue was I didn't really have a clear understanding of what all the towers and such did.
Audio -> Love the music and the changes, and the SFX chaos at higher levels!
Theme -> I'm not entirely sure, though I suppose you start small and then it gets big.
Core Mechanics -> Pretty fun, I like the idea that you can shoot at a variety of things to control the game. The ability to shoot the enemy was fun and made things easier, but it did trivialize that aspect of the game.
Game Feels -> Everything did feel a bit slow and floaty, I'm not entirely sure how you'd fix that given the premise, also I got soft locked on the big level where you have to drop a long way, stuck between a couple bounding boxes.
Visuals -> Love them! You managed to have trees, stars, characters, and everything look good with simple textures.
Sounds -> Great music, nice sound effects.
Theme -> Not entirely sure I saw the connection here...
Core Mechanic -> really fun concept, lots more room to explore its implications.
Game Feel -> movement was pretty smooth and clean, albeit it'd be nice to move faster or have smaller levels.
Visuals -> Functional, could be better, could be worse. Lighting may help.
Sound -> Footsteps were nice, bkg sounds would be nice as well, and maybe a couple SFX for changing dimensions.
Theme -> At the touch of a button the entire world changes! Very thematic.
Core Mechanic -> I encountered endings 1-3 and 6. For a branching story, the narrative felt a little deterministic. It would be nice to have more variety in the outcomes of decisions and the endings. When I got killed for insulting the secretary, that kinda felt like I was being punished for trying to have fun.
Game Feel -> Pretty smooth and it flows well once you get past the exception.
Visuals -> Love the fire. For the limitations of the challenge the graphics were pretty cool.
Sound -> Piano music was nice, could use some dialogue SFX.
Theme -> The secretary definitely gave us some big outputs.
Core Mechanic -> A little simplistic, but satisfying. Once a lot of antimatter balls started appearing it honestly felt a bit like a bullet heaven game (which I enjoy). Would be nice to have checkpoints, though.
Game Feel -> The controls were pretty fluid. Would be nice if the mouse had just a bit more sensitivity, but overall this felt really good to play.
Visuals -> I love glows and bloom, and the particles on the balls were a nice touch! Would be nice if the walls had a little more going on (perhaps a dark or reflective texture) to create more visual contrast, or if the balls were a more dangerous-looking color, but overall it's pretty good!
Sound -> Minimalistic, but the ball sounds are SO satisfying and the ambience sound adds a nice mood. Not sure the AI voice was working for me.
Theme -> The chain reactions are really cool! I think this is definitely a good premise, it just needs to fulfill its potential a little more.
Pretty fun, and I like the graphics! I was a little confused about the ranges as I thought Icemerelda was ranged but then she was moving in close to the combatants. I also didn't notice positioning having a huge effect beyond "tank in front, mage in back" but maybe it matters more further into the game. The mix of battles and rewards was really satisfying, and I loved adding new party members and getting the cat treasure!
Absolutely love this! Definitely gonna wishlist. It delivers on the premise in a very satisfying way and I love the attack animation. Agree with Joerassic Park's comments. It'd also be nice to have a map and perhaps more branching paths. There are some variations of chess with special pieces (fairy chess and I can't remember the other one) so if you find you need more pieces to keep things fresh later on that'd be worth looking onto. But overall I really enjoyed this and I'm looking forward to release!!