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sightwise

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A member registered Jul 07, 2021 · View creator page →

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I totally understand. Three hours are brutal. :)

This is a fitting idea for the theme and well executed. I especially like that you need less candles after having played the first levels a couple of time. Thumbs up!

It's astonishing how well this game works. It's fun to picture the level in my mind – just listening to the sounds. And I believe there are so many possibilites for additional levels (eg. spaces you don't have to touch but make certains sounds. Moving tiles etc.) The puzzle ist to make a plan how to reduce the complexity of a level in your brain (like: always go 2 then up then down then 3 then up then down...).

This could be a really cool mobile title. Congrats!

P.S. HWestby ist right with their suggestions.  Additionally: I did not get what the green triangle does. And I think objects that do the same gameplaywise should be of the same shape and color.

I like the concept and if you play only once it doesn't really matter that it is not fully fledged out. Nonetheless I'm curious how version with obstacles and consequences would play.

Super fascinating art piece (love the screenshots). Should be interesting to explore further gameplaywise.

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A funny take on „empty world“ :D

Great concept and beautiful style. I would love to play it with a different control scheme because I only have a touchpad here and no mouse but otherwise: super polished and a great entry.

Great variety. What starts out as an ordinary puzzler gets crazy and ridiculous soon. Frantically pushing these objects around the scene brings a lot of joy . Thumbs up!

This is an astonishingly well polished entry with snappy controls and fun gameplay. What's not to like? Good job!

Interesting and original concept (and nice graphics, too).
I would have preferred having to guess a word (instead of random letters). Maybe a word that gives the picture a twist or a special meaning. Also the unlocked image after the last letter sadly vanishes a little too fast. I would have liked to enjoy the scenery.
Strong idea that begs for further exploration.

The theme is really strong in this vvvvvv-like. Especially how you handle the empty space is great. The player can't always see where they are going and that adds to the tension. What will I encounter around the next corner? It really got me.

My only gripe is that I am playing on Mac and don't have such a thing as a „middle mouse button“ and had give up. Do you have a workaround?

Thank you! Yes, Pico 8 is a great engine for doing a Trijam. 

Thank you! Only the wheat and the apple trees provide food for now. Each plant has different characteristics regarding growth, mutation possibilites and food. I am sure there are a lot of opportunities for balancing left . But what can one accomplish in three hours :D

Clever implementation of the theme. It's quite tough to hit the notes further down but I like the whole dramatic build up.

Thank you!

Nice concept and I played a while. I did not understand why the fish kept on dying (even when the bars were not too high). I really liked the idea to keep the dead fish in the aquarium to remind me of my misdeeds.

Yes. That is true. A level progression beginning with simpler levels would be the key. Sadly I did not have time for that.

Ah. I must have missed this hint. 

The controls are quite wonky but the theme and the scary art style work very well.

It feels gorgeous to play a giant alien vacuum cleaner. Would be great to expand on this idea.

It's like a mini Overcooked with deadly zombies.

I really like the idea. It's a little bit sad that the higher levels do not only get more difficult but also more random

Love this comment. 

The quirky physics based controls really fit the hilarious theme. Nice.

I like the twist that you always move away from the mouse pointer. Fits the theme and works well in combination with beating the enemies by clicking on them.

One of the better avoid enemies/obstacles games because it has more variation than other entries.

I’m on a Mac. 

What a great concept. This is especially how interruptions work (with all the code review). Congrats! Would love to play.

P. S. I only saw the trailer and can't play for real because I don't own a Windows PC.

Thanks for the comment. I moved the text onto the board because I wanted the player to notice that Trudy was speaking but you are totally right: It is much more important to allow players to study the map.
And sure: Minesweeper was an inspiration :)

A little hint: Try to start at the soil with the grassland. This is the saftest place to begin and there is some important information as well.

The map is generated each time but not randomly. There are a couple of rules which tiles can placed where. This is important so you can deduce the location of Trudy. I agree, it's quite obscure at the moment and if I'd redo the game I would shoot for a shallower learning curve.

Great concept, funny and relatable (you made ghosts relatable, congrats!). A little nitpick: I wished the dialog lines had different colors (white for the ghost and colored for me).
Great entry. Keep up the good work!

Thanks a lot. 
Yes. I think a tutorial level would have been good. Or some sort of level progression. Three hours are always so short…

Thank you! I think I will polish this one and make it into a ”real “ game.

Oh. Thank you! I'd really like to turn it into a full game.

Congratulations for winning Trijam 143!

The enemies are hilarious.