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SmallTall

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A member registered Dec 07, 2020 · View creator page →

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Disclaimer: I am a masochistic Flappy Bird veteran.

Creative take on the game, and very well polished. I think the physics and collision detection could be more challenging, and the maximum distance between pipes for Arcade should be shorter: Arcade's occasional long distances introduce random periods of button mashing that don't feel fair.  My high scores for Arcade and Classic were respectively (a well-earned) 82 and (an easy) 350+, which I think illustrate this point. I say 350+ because at that point, the game starts slowing down, which makes me wonder if you're deleting off-screen pipes?

Also, as a side effect of this game, M and W are now my least favorite letters of the alphabet :)

awesome, gg! I have reason to believe you're the very first to win lol

sorry for the unprompted fadeout, that was a decision based on not having enough time to spruce up the ending song

This is unbelievably positive feedback, and it made my day receiving it (both on your stream and reading this comment)! This is the first "complete" game I've made, and I was definitely aided by choosing a very simple premise with no pixel art. There's no way I would have come close with a hex tactics game, for instance ;)

 Haha 1024 pixels high was a very solid guess, it's 512 (gotta love powers of two).

I completely agree that guaranteeing a path would be the way to go (maybe with the addition of some time-based element like rising lava), since right now the optimal strategy is staying as high as possible, but I found that I had the most fun catching up after falling behind.

Thanks again <3

I unfortunately had one minor technical and one major gameplay issue while installing/playing:

For the Mac build, I initially couldn't run it, getting an error saying it was damaged and can't be opened. This isn't the usual "you can't open because it's unverified blah blah" message that I circumvent by right-click-opening, but I found a terminal command online to fix: "sudo xattr -rd com.apple.quarantine /path/to/Program.app". I wonder if this is even possible to fix on your end or if it's the default behavior for Godot builds on my current OS version.

And, unfortunately,  the gameplay would freeze (with asteroids still bobbing up and down) whenever the enemy got around half health. I played three times with the same result :(

That being said, I deeply wanted to play this game to completion, as I was hooked right away by the presentation and mechanics. The instructions on the game page were definitely required reading, so if you were to double down on this game outside the jam's 64x64 restriction, UI would be a focal point (as you already know).

Also love those stars in the background that flare up horizontally and vertically! Very nice detail.

amazing. a variety of creative level designs and ideas... for instance, not only do you have an enemy following you, but you have to lead it to its death to open a gate?!?! loved revisiting old levels with the shoot ability.  also I'd like to think that our protagonists are canonically the same person ;)

wowza. this should win. also the golf carts are so delightful.

I saw "perfect execution" in the comments below and agree completely. I had a three-game journey from "ugh this is buggy" to "wait no this is super precise and I was just bad." Also very aesthetically pleasing.  

this was really well designed! and the music was great. the conveyor belt level was awesome, and the last level was such a cruel misdirect :0

so creative! obviously massive props for the cheeky subversion of the resolution requirement, but I'd also be interested in seeing a non-jam version where you can see outside of the box, since the current optimal play style is slow and cautious

this is great, very celeste-y, in that any frustration I might have had with the required precision of some maneuvers was placated by quick restarts and no loss of progress. really fun, played to the end!

The premise is great, and it is well executed. I personally rage quit (you REALLY need to get lucky in the red dungeon), but I don't hold that against you, as it is well-advertised what I was signing up for :)

I am a sucker for this kind of exploration game! Loved it, cute aesthetics and vibin' music. Side note: I went off-screen to dodge the cars :P 

By the way, I wasn't able to run it initially, I got an error saying "The code execution cannot proceed because MSVCP140.dll was not found." I went ahead and googled for the DLL in question. Not sure if you should be packaging it, or if it's typical for Windows to already have it (I'm running a cheap old laptop to check out the Windows-only games).

Spectacular art and music! I couldn't tell whether it was difficult in a skill-based way or an unfair way (would love to see a video of the programmer playing it on Normal). The variety of stages kept me there for more than an hour, whereas if it was an endless runner I would have rage quit pretty quickly.

the controls are a bit confusing: it's hard to explain, but for instance, because there's no visual indication to the contrary, I assumed that I could hold the mouse down to move (when it's only click).  but I got over this quickly and played through to the end: beautiful art, awesome camera mechanic, and impressive scope for a jam!

very well executed! love the sounds, the "about to lose" indicators, and the palette (while in a frenzy I would get "tricked" into clicking something with the wrong background)

hotline miami vibes! I loved the kickback, a good way to balance the OP shotgun. not at all a point of criticism, just curious, why does the blood splatter move? is the blood being randomly redrawn from an invisible set of splatter points?

<3

done!

and thank you :)

get to the top! the right edge is your progress. I was trying to say as little as possible, but maybe I should have included a "get to the top" text display, sorry about that!

Oops I treated your submission page as your game page, apologies for the controls bit!

And for the walls, I guess it's a "to each their own" situation. For me, it's frustrating that plain walls behave as a deadly trap, because it feels counterintuitive in the context of a platformer, even if continuing to move mid-air would be less realistic physics-wise. But I can see where you're coming from: since your rules are consistent, part of the experience is learning that walls are a deadly trap, and how to avoid them.  

I do love the game though! I spent way too long playing it, which is why I bothered complaining about the wall.

This is a puzzle game disguised as an action platformer. Controls would have been nice (took a while to figure out the down shoot). The only feature that I didn't grow to appreciate was the wall contact completely stopping your horizontal movement.

This game is SO COOL that it makes the physics (notably jumping while moving horizontally) unethical.

This person GETS IT