This is a very cool and unique entry! The art, music, the sound effects, all of it makes a great impact. The gameplay is super simple but feels really fleshed for such a small game. This is a fantastic game.
Sabre Rael
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This is a really creative entry! Having the buildings scale with the zoom of the camera broke my brain for a little bit at first. I do see that you wanted/want to add a tutorial. I think once this has one, it will be the basis of a really solid management style game. One thing that I found myself wanting was the buildings to snap to the grid while I was finding their placement but that is a very minor issue. Great job!
This is a solid little puzzle platformer that is hampered by the fact that it is so dark and you can't actively control your main light source. There's a couple of ways you could approach that, adding more ambient light sources, increase the size of the soul's or the player's light, provide a way to control the soul and tell it where to go, or have the soul follow more closely to the player. That aside, it's a cute game and a solid concept. Good job!
This is a fun little platformer! I do want to mention that I thought the gravity scaling that happens when you're squished was a bug at first because it wasn't explained in the first section when you have the blocks squish you. It might have been nice to have a level or two explain that mechanic before you can control the squishing.
Thank you for playing! Using a mouse, so the chef would follow the mouse and spread the ingredients that way? I think that would play too similarly to 'Good Pizza, Great Pizza' for my liking and it would make the game a lot easier than I want. I also feel that having to use the arrow keys help sell that you're creating a huge pizza but that's me personally.
This is a cool concept. Admittedly, I didn't realize you could grab and relaunch the atoms after starting the clock at first but once I got that, it made it a lot easier to get a high score. Making different starting arrangements of the atoms would also be nice to add a little bit of variety. Super cute game, it looks and plays great.
Thank you for playing and sharing your thoughts! That was my original intent, for players to try and find the best solution and optimize the creation of pizzas to make the most money in the short timeframe. Given that, randomly placed obstacles would have run antithesis to that design. The idea of power ups or different toppings requiring different placements do have some potential though. Food for thought, so to speak.
Thank you for playing and providing quite the writeup! I definitely could have allowed the game to loop endlessly and allowed players to get all of the unlocks. I mostly limited it to 5 days to try and be considerate of the time of the players I knew would be playing lots of games to provide ratings. I'm glad to hear the mechanics worked well and there wasn't any frustration with covering the pizzas.
This game is an exercise in patience which I do not have at the moment. Very unique concept and I appreciate that the outline is really forgiving. The controls are a little finicky, sometimes the game will think you're still holding down the mouse buttons when you aren't but that's a minor issue. I wish that was an option, clicking to toggle instead of requiring to hold down the button. Great job all around.
I love this, it's an incredibly unique idea with a ton of style. This oozes with charm and is a ton of fun to play. It was sometimes difficult to gauge where you were actually going to step and what will get hit as a result but that's such a minor little. The whole team did fantastic.
Out of curiosity, how many levels are there?
The game was pretty good. It ran well and looked good. The voiceover and sound effects worked well and fit the tone you were going for.
Personally, the controls were a little too drifty (I understand that was the point). Near the end it felt like something was pushing the ship off course. I don't know if that was just me or if that was a thing. If it is a thing, it should be better telegraphed.
Good job and best of luck continuing the project!
This is a fun little game. I like the concept of your life being tied to the music. The difficulty seems good, not too punishing but not a walk in the park either.
Some other people have mentioned it but the dash being Space messed with me several times through my playthrough. That's my only real issue with the game.
I can absolutely see this being expanded into a full game! Awesome job!
This is a fantastic puzzle game. Characters are cute, music and sound effects fit the game perfectly. None of the puzzles were too hard. It's just a great game.
My only minor issue is with the battery. I'm just a little confused by them. I understand the checkpoint part of them but I'm not sure how the power portion of it works. Is is an area around them that is powered or does the line have to cross them to be powered? It felt like the first one but I'm honestly not sure.
Looking forward to more of this game!
It was the section right after getting the swing. I wasn't anywhere near the fail line, I was just struggling to get back over the gap. It was not very clear that you could only grab the moss bits.
Just a thought, maybe you could add a menu or something where you can review your powerups and their descriptions and/or controls?
It is an interesting idea but I unfortunately didn't get to experience much of the game. I saw what I needed to do for the second puzzle room but I either was not throwing the box far enough for some reason or did not have fast enough reflexes to execute the sequence of actions I needed to do. I tried for a couple minutes and could not get it to work.
I think it's a good start and could see this concept growing into something really cool.
I really like this game. I love the minimalist graphics and the soundtrack and sound effect work fantastically with this game.
My only gripe is with the Web Swing power up. It was super finicky for me. It would work perfectly some times and other times, I would be doing the same thing and the web didn't stick to the celling. I wanted to finish the game but I couldn't consistently make that power up work.
Really great work. This game is great and I would absolutely play more of it.
This is a very interesting idea. The idea was unfortunately hampered by some bugs in the game. For me, the game starts lagging very severely in certain areas, making it hard to control the character and avoid traps or enemies. There was also a glitch where I couldn't move after talking with the wizard. I talked with him twice on accident, I'm not sure if that's what caused it.
Again, a very cool idea. I think you have a solid foundation to build on in the future.
This is a stunning game to look at, clearly a lot of work went into the particles and other visual effects. On top of that, the gameplay concept is unique and you did well with it.
The main issue I have is with the multiple helicopter section. The timing for that section feels so tight that, it felt like random chance whether I dodge the helicopters or not. In my mind, quick time events are just about reaction; if I do the thing in the time limit presented, I should be good. There were multiple times where I would click the button very quickly and still die. And this was on the default difficulty. That made it feel really unfair and I didn't finish the game because it.
Overall, I like the game. It's beautiful and the concept is awesome. It just turned into a rage game for me and I couldn't finish.
This is fantastic. The game is gorgeous, the music and sound effects are great, and the concept is really unique and fit the theme perfectly.
The only issue I had was with the 4th level, the timing on the jumps and pokes felt a bit too tight. Your team did a really great job. If you ever expand this into a bigger game, I would love to play it.
This is a great little game, I enjoyed playing through it. I love the art and music and the fact that it can be played on a GameBoy is awesome.
I found the hit detection on the player a little wonky. With the bosses specifically, it was a bit hard to tell if I was hitting the boss or if I was getting hit. I also found a bug with the final boss where it and the one minion left didn't do anything after I died, respawned, and came back. I was able to just walk and hit it until it died.
Fantastic effort and a great game.
Thanks for playing the game! Yes, I did discover that cheese during my own testing. I figured that if you dropped off the wood before they could steal it, they would realize you don't have any and teleport away. I didn't want to punish the players who got caught at 0 wood.
I'm now realizing I could have made the ghosts disabled if a player was holding 0 wood but hindsight is 20/20.
I like the overall game design, an action-oriented Plants Versus Zombies style tower defense. It's fast paced and is a lot of fun.
Having just the two sound effects is a bit repetitive, especially without any music. Something to consider is to have a couple of similar sound effects that that get chosen at random instead of the same one every time.
The wave system is a good start but it's hard to rebuild as the wave is still going while that timer is running. Consider either making the rebuild timer longer to account for that or starting the timer as soon as the last zombie is offscreen.
This is a solid game with a lot of potential for growth, good job.