Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Roolow

27
Posts
14
Followers
41
Following
A member registered Mar 06, 2016 · View creator page →

Creator of

Recent community posts

Oh and I never printed "Press enter to play" on the title screen (oversite on my part!) I hope that helps.

Hmm I haven't seen an issue like this yet but lets see how I can help you.  What platform/browser are are you using?

(1 edit)

Sorry that was so difficult! I appreciate the effort though! I'll push an update to fix the keyboard and mouse controls after voting is done.

Yeah I had some problems with the controls especially for keyboard + mouse. I hope to fix those when uploads are allowed again. Thank you for giving it a try.

My musical skills are lacking and I didn't feel excited about adding any third party assets perhaps next time! Thanks for playing!

Thanks! I'm glad it didn't completely ruin it.

Ah I didn't realize. Might just be something on my end. Were you trying to jump off the map? If so it sounds like you've won!

Very clever and fun.  Excellent execution of the theme.  It reminds me of a more advanced version of chu chu rocket.  Though like chu chu rocket, I think it would've been nice if I could've predicted what the player was going to do somehow, as Im not sure the completely blind trial and error is as fun as making more informed decisions.  Regardless it didn't ruin the game for me, and I found it refreshingingly unique!  Well done.

Very fun!  It's even satisfying to lose and crash!  Great idea.

Original and surprising!  You've done alot of cool things in this short time span.  I did have some trouble navigating the maze game part. Honestly if you just made the game dealing with the terminal and following instructions from the text messages, it would've been good on it's own!  Well done.

Great idea! Simplistic yet very fun!

Fun! like an "untitled dog game".  Though I know you said the asset's weren't made for the jam, the level was laid out nicely and I know the effort that takes.  Good job, and good dog!

Yeah this was cute.  At one point I found myself thinking "what are you doing? get back to work hairball!".  Agree with theStoff, you should totally make the yearn balls purchasable, and let you place them efficiently near cats.  Different cat personalities would be interesting too.

I've not played one like this before.  Very 'zen' with the music and gentle colors/theme.  Building up speed when not obstructed and then colliding into a bunch is fun!

That's awesome! I'm glad you liked it that much.  Thank you!

Thanks for playing and for the feedback! I hope we didn't hurt your ears!  We both didn't notice that until it was too late :0

Thanks for playing! Yes I totally agree, we did want to make the recoil mechanic more dense, and even have other weapon types, but basic implementation and enemy behaviors took up most of the time.

Not sure if the start trouble was our fault, but thank you for sticking through it, playing the game and giving feedback!

Good design, very satifying.  The gameplay loop is small, yet engaging.  

Thanks for the feedback.  Those were definitely our two most bothering issues when we submitted.

At one point I was laughing at myself, because of the fact that something like this game could be enjoyable.  I won't spoil it for anyone but that last level was downright hateful!  You managed to keep me intrigued with the variety, so great job!

Interesting, because you're only managing linear events this almost has a type of "idle game" appeal.

Maybe I didn't get far enough, but I would've liked to more types of enemies.  Best thing to do is to counter the player's main behavior. So if you had fast missles that the player wants to dodge instead of trying to be in the same lane as, it adds a little more spice.

Its true that the narrative elements did get mixed up about before we finished. If I could've implemented our original idea, the assets would've made more sense.  But late into the process (Sunday!) we had to change things up.  The artist made everything himself and we were too happy with their quality, and besides had no time to adjust. That's how these things go I suppose.  Thanks for the feedback!

Yes....that uh.....really was a stroke a genius!  I'm impressed and pleased that someone understands.  Thanks for playing!

Ah yes, the original mechanic idea would've been more intuitively alined with the theme then what we ended up with.  What it is now is really that you can only work in one direction at a time (and putting down the cracks takes time). And that it's a one minute game.  Thank you for playing, and for the feedback!

I liked that you needed room on the tongue to "stick" objects to it.   A few times  had to reorganize which felt rediculous but fun.  I also liked how it was randomly generated so it made hunting for  expensive items fun for longer.  

However, I'd say it would've been better without the knights that make you reset on contact.  Too punishing and too hard to anticipate.  Maybe if they were just on a patrol instead of following you?  Frankly just exploring, and fighting the time limit and my own greed of trying futily to stick more things on my tongue was challenging enough and quite compelling!  

That swinging mechanic sure does feel nice.   I liked that you were encouraged to jump and THEN grapple which really makes it a little more tense. I do wish there were checkpoints though.