Alright game. Good presentation. I would love checkpoints, or at least having the dialogue skipped on restarts.
StefffG
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Lots of fun with cute world and character designs. The shooting mechanics provide a really nice balance; I believe that the larger you are, the faster you shoot, but being larger also makes it harder to weave between attacks which is a nice self-balancing function. I wish there were a clearer visual indicator of my own health, and it would be cool to see some skill based movement abilities and maybe different pieces to collect with different effects. Great game, very fun core loop!
The game is very pretty, the music is alright but after a while it starts to sound ominous. A lot of jank here; some problems with clipping and with lever pushes not quite working, which was annoying. However, the puzzles such as they were and the world design both were relatively engaging. My biggest problem was with the controls. You can't move both the big guy and the little guy at the same time if you also want to use their abilities, which means that the gameplay is necessarily pretty slow-paced and I don't really get that feeling of mastery.
Game looks good, plays pretty damn fun once you get the hang of it. Takes some getting used to. I would love to see some more complex (i.e. nonlinear) level design and maybe another look at the combat. Right now it seems the only guaranteed way to kill enemies safely is to sneak up behind them or jump their bullets. An aiming system or leaning more heavily into stealth elements could be interesting.
Pretty good game. I could still understand what was going on -- and often, what I had to do -- in spite of the simplistic visuals. The game had a bit of a story, which was really nice as well. The screen did get cluttered sometimes, and I felt that the connexion to the theme was slightly tenuous, but it was a good few minutes notwithstanding.
Only one... Plumbus? I suppose this product is the tool of the future, but the way the game played, it felt more like there was only ever one option. I enjoy clicker-style games, but this one is honestly not very well done. Accumulating assets feels slow, probably because the resource progression has been artificially adjusted to make the game feel longer. And it never feels like there's a meaningful difference between upgrades, so I found myself always buying the cheapest one. I also encountered some bugs with the cash per second display value, but that's unsurprising given the time constraint. It is a creative game, but more in the "lol I'm so random" way than in any exciting or meaningful way.