Yeah sorry. The game was made in 3 days so there wasn’t enough time for playtesting on different devices
luka fb lepkowski
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Thanks for playing ! And I'm so with you on those two. I plan to change the colours so it doesn't get lost in the water, and yeah it's only gonna turn on when you're holding it. Thanks for complimenting my pixel art, I'm very proud of it. I am busy tomorrow but if I get a chance I'll check out your entry
Sweet game bro ! I thought it had a fun gameplay loop. Reminded me of the game "Out There" (which everyone should play !)
I'd say that it never felt that useful to make some of the units (eg thrusters) espeically the big version. I was quite scared of going fast in this game anyways so I never thought it useful for them to be big
Thanks for playing ! I’m sad to say level 8 is bugged; like 1 in 10 times that happens. 96 hours will only get you so much. But I’m glad you liked it!
little game dev trick: the game isn’t *actually* pixel art ! (Well, technically it is, but you know what I mean) the whole game is just put through a downsizing filter. That’s what dead cells does, if you know that game
Sweet idea. I see in your description that you said you thought an autofire was required; I couldn't agree more. I just put an autoclicker on and played a couple rounds and it was far more enjoyable. I think in the future adding more weapons / ships etc could be really fun ! I liked the idea of inflating and then popping the enemies.
I made a puzzle game too, so I understand that they're hard to make good puzzles for. And you did ! they're great. Very simple, super satisfying. It never really felt too BS when i figured out a puzzle i'd been stumped on (as there wasn't much else in the room to lead me astray). More room variance / mechanics could add some depth. But like, you very well explored the mechanics that you made
Great mechanic ! I felt like the levels could have been designed more puzzle focused (which i noticed towards the end which was nice). I think the mechanic can be used really well for puzzles e.g. fitting into gaps. Could be further developed with more mechanics , like with walls that you grow when you walk along them instead of shrink (no clue what the explanation for that is, though). the little blob is quite cute also
I, like many, enjoyed the inclusion of mark
Thought the game was good ! the beat on the first level was a bit weird, and as the things got bigger it was harder to see where their hitbox was (which i think is a bad thing). Not sure how you solve it though. maybe go the other way? as they shrink it becomes harder to hit them?
That was really fun ! One of my favourites so far. At a certain point it began to lag alot, but
1. That's pretty hard to avoid given this sort of game
2. Is actually kinda fun. I feel like I'm breaking the game
I think some enemy variance could be good; at a certain point it felt impossible to lose. But i had alot of fun with it. SO juicy. so much crunch
Ah, that's not the intended solution to Oiler. I had alot of people in playtesting get the wrong idea aswell, so you're not alone (did you try to use the second vine?) Also, having vines getting stuck is sort of the design space I'm in. that's how you make the puzzles. I appreciate you playing through to the end. I've not had any problems w putting the lightbulbs in walls. I wonder if that's a framerate issue.
I think that in future dev I'd want to make it so the lightbulbs are only on while you're holding them, so that you could pause to read signs.
Fun game ! 700m was my record. I didn't think it would be very fun at first but all the distractions and wind etc etc made it engaging. I think a few times the ladder spawned too far out and because of the wind it was impossible to get the ladder onto the ladder. Only happened once per run really though