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Snail's Pace

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A member registered 6 days ago · View creator page →

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It felt hard to cast and move simultaneously until I discovered that I can infinitely type. So I was spam pressing "HOT" keys as fast as I could while running around. I had a long line saying "HTOHTTOTOHOHTOHTOH" but a couple of times per second I'd get a fireball in and that was pretty fun :)
I wish I could find some "HEAL" spell though. Maybe there is one, I just couldn't find it. 

Also enemy spawn rate feels quite high at the moment, it didn't allow me to look at the surroundings or explore much.

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I died once while trying to figure how the systems work. It's awesome that you can do it just by jumping into the gameplay. Once I figured out that you don't really need a shield if you look at the mini-map and pre-shoot enemies from afar, it was fun to patrol the map and sometimes grab a power in order to keep the damage at the max and speed at the medium level. Good job!

Man, this is the best game I've played so far. I beat it with about 4 deaths and trying not to die more was a really cool challenge. The only drawback is that I'm not sure if it fits the theme that well. I mean the only connection to "power" is the background story.

The mechanic is just amazing, I loved how my brain was reacting to the desired positions almost automatically while I'd played only for a couple of minutes at that point. Can't remember the last time I felt like I was learning a new game skill in such a fluent and engaging way. +The shake effect, the particle effect, the sounds and music made it feel really impactful. Definitely had a blast with the game.

Was a bit confused with how the number of health points changes after death. First you have 1, then 2, next about 7, feels like a strange progression but I didn't mind it.

Yeah, not long before submitting I noticed that navigation agents were getting confused if the number of agents was high. It was too long to fix and I was too sleep deprived. Probably should've just added a 1 line timer to show the text

Thank you, Patrick! Making the player chuckle or smile was one of the main goals :)

What an awesome game! I loved the element of chaos your throws have. 

1) I really liked throwing stuff in its place. Even though it would often end up upside down, I got the +1 point which was satisfying but also funny. That was a great decision not to punish for wrong object rotation.
2) It's also satisfying to intentionally fail pick-up checks by using too much force in order to move a thing just a bit forward.
I'd add a little instruction which explains what you should do. On my first launch I thought the goal was to remove the furniture because I didn't notice the transparent copies. Then I thought these copies were the "original places" because I picked the already set furniture from it's spot.
Anyway, after restarting the game and trying the second time I realised that the next "target piece" spwans at the door and then finally understood that once you pick it up it shows you where you should put it.
All in all, a really satisfying and refreshing experience.