Such a fun game, I really hope you keep working on this. My mind was buzzing while playing with all the different directions you could take it. Excellent job!
SirJamesD
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Haha, hopefully you got to enjoy your stromboli after the game!
I originally had it as the left mouse button instead of space, but my finger was in so much pain going to bed on Friday night after clicking thousands of times so I made the change. I thought of making it an optional choice for the player but didn't want to inflict any pain on anyone :p
That is just a neat game with so much potential. The final level is clever. I only realized each AI brain was different part way through that level, so maybe indicating that to the player earlier could be good (it's possible you did indicate it, but I just missed it :p ).
This is the first game I've played this game that I want to see a follow-up to. The art is excellent, the puzzles are fun, and the brain switch mechanic is super clever.
Great job!
My first thought in reacting to this game is The MOOD! Then I looked at the title and chuckled :D. You did a great job setting up the mood and vibe of the game. From the logo to the title screen to the audio. Really good!
I also enjoyed finding different combos of enemies to throw at the Slayer; my favourite was putting four chickens behind a bomb and having them launch it.
Great work, everyone!
Thank you so much for playing and writing those kinds words. That makes me so happy to read.
I originally had it as the left mouse button instead of space, but my finger was in so much pain going to bed on Friday night after clicking thousands of times that I knew I needed to change it. I thought of making it an optional choice for the player but didn't want to inflict any pain on my players :P
That was intense. I loved it. The levels were set up well such that it felt like all my actions mattered to kill the hero! :P
The coins' colliders could have been a bit smaller (I recommend box colliders that fit the coin when it's flat). I thought I could make it between coins a few times, but then they would kill me before I even reached them.
Thanks for enjoying the chaos!
I originally had it as the left mouse button, but my finger was in so much pain going to bed on Friday night after clicking thousands of times that I knew I needed to change it. I thought of making it an optional choice for the player but didn't want to inflict any pain on my players :P
The timing I knew was tricky; I was paranoid that players would be bored if shapes appeared slower. But you're probably right that I could have given them more time.
Thanks for playing; I just deleted my scores. I guess that's a little unfair, as I've had a decent amount of practice over that weekend.
I originally had it as the left mouse button, but my finger was in so much pain going to bed on Friday night after clicking thousands of times that I knew I needed to change it. I thought of making it an optional choice for the player but didn't want to inflict any pain on my players :P
Hi, thanks for playing; if the visual bug was the same as other commenters have pointed out, then I'm looking into it to prevent it from appearing in future games I make—no idea what caused it yet, though.
Thanks for the feedback on the difficult jump. In hindsight, I could have made a star system to alert the player that the number of expected points in levels 2 and 3 is 10 for one star through 25 for three stars. So instead of feeling like the difficulty is changing, it's just that the goal is changing.