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Super Pentacross

49
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A member registered Mar 29, 2023 · View creator page →

Creator of

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It was fun and I made it to the end, although I didn't quite grasp the concept of the gravity scale^^
Maybe I missed it, but I think currently there is no way to easily reduce velocity. So instead of reducing thrust, the S-key could add reverse thrust to the ship.

Very impressive visually and I liked the control scheme (after getting the second arm).
I could easily see this become a full game.
I think it would be improved by adding some additional visual indicator when a hand is grabbing on to something (like in Heave Ho). Right now it's sometimes hard to see with the hands being small and getting covered by the body.

Cool concept and nice visuals/color palette. The rating system reminded me of Geoguessr^^
One issue I had was the camera constantly drifting to the right (Firefox). Also it was very easy to knock the already placed pieces out of position while putting down a new one.
Other than that it's a nice little heist game :)

Very cool idea and a clever way of using letters themselves as assets.
The only thing i felt was a little confusing were the duplicates in the list of possible solutions at the bottom of the page. But maybe that was point^^

Very interesting concept and nice visuals and sound design :)
The only issue I usually have with this kind of meta level game is knowing when it's actually over and there is no more content to reveal^^

Interesting concept and definitely something I haven't seen before.
At the moment the gameplay is a bit basic but I'm sure with some additions it could become its full little game.

Interesting mechanic and in general a nice presentation of visuals and sound.
Also I appreciate that there are difficulty options :)

Sorry, didn't make it to the end^^
The difficulty ramped up pretty quickly and it felt a little punishing to reset collected stars after dying.
Other than that I thought the movement was pretty decent and enjoyed what i've seen of the level :)

I really like the clean art style and also that you have to think ahead instead of just blindly picking up every item.
Would gladly play a longer version of this :)

The visuals and sounds are good and nailing the double wall jump right at the beginning feels very nice. The rest of the level is too difficult for me^^

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The gameplay definitely feels foddian and I think it's interesting that it can be played very methodical (by planning which platform to land on and shooting one rocket at a time) or frantic (by mashing the shoot button and trying to bounce off the sides and any available platforms).

I also like that you gave it a little backstory :)

I have nothing against the segmented camera screens (I used the same style in my own submission), but when the character is at the bottom edge of the screen it can make it difficult to shoot downwards because there is not a lot of space to click on below the character.

The basic concept is fun and I liked that the level wasn't too long.
Some better visuals would have been nice.

A very unique movement mechanic and I really like the way the cooldown is visualized.
It was just a little too difficult for me, so I didn't finish it^^

Thanks for the review!
Yes, I really wanted to add sounds but sadly ran out of time.

Thanks for the review, glad you liked it :)

Thanks for the review and good job^^

Thanks!

Using the youtube audio library is a great idea, I have to remember that^^

Thanks :)

I would say it took me about 45 minutes to beat the game for the first time and another 30 minutes to get the run in the video.
I only finished the game after discovering the trick with the fan, so I'm not sure how long a playthrough without it would take.

I was considering just using a simple camera follow but ended up using the fixed style to make it feel more like Jump King.
But I see how it could be frustrating because the player doesn't see whats coming next.

Yeah, I had some issues with the input but sadly couldn't fix it in time.

I agree the art direction is a little out there^^

Thanks for the feedback!

Hey, thank you for the feedback!

I liked the basic concept, the balancing itself felt very nice.
In my opinion that would have already been enough in terms of mechanics. Adding the fast walk, crouch, jump etc. on top made the game too frustrating. Especially with the input mapping.

I wish the arrow keys were an optional movement input so I could focus on the balancing with one hand and do the walking etc. with the other.

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A nice little skating game.

Not as punishing as some of the other games I played, but the jumps were sometimes a little disorienting because the platforms are far apart and the camera too close.
A background that showed some kind of environment or a pattern would have been very helpful.

I really liked the music but didn't see it in the credits. Do you have a link to the tracks/artist?

Thanks :)

Great presentation in terms of visuals and audio and I thankfully didn't encounter any performance problems.
I also liked the overall gameplay with the stapler mechanic.

But as someone already mentioned, at first I didn't realize you were supposed to shoot the yellow lights.

After playing for a while I managed to get my time down to 104.97s.

Very interesting movement mechanic, it just takes some getting used to.
Sadly I didn't finish it because I couldn't reach the frying pans, but overall I liked the game.

Also the presentation and sound effects were great.

I really liked it.
It's very punishing but also really rewarding once you learn the correct angle for each jump and manage to finish it.

Thanks for the review! I'm glad you liked it :)

Thanks for the feedback :)

The random giant was a dead miner and there were some more in the artifact room.
I wanted to do some environmental story telling and make it look as if they had killed each other over the artifact/resources. But I guess it was a little too subtle^^

Yes, I am currently working on an improved version of the game with SFX, some additional effects and more levels.

Fun little game. I like the idea of having to build up my stats before going to the harder castle/tombstone islands.

Having the interact button right next to WASD makes it a little difficult to efficiently gather resources while walking. Having the arrow keys as an optional movement input would be nice.

Also at first I didn't realize the ship had durability that goes down (after repairing it), so I hit an unexpected Game Over in the overworld.

Thanks! Glad you liked it :)

Nice little space shooter :)

I like that you tied everything together with a story. Also the markers pointing to the next target was a nice touch.

The players gun felt a little weak and slow and made the final fight a bit difficult.

Really liked this game.
The visuals, music and sound effects worked really well and killing the ghosts felt satisfying.

The gameplay is fun and almost addicting :)

The different kinds of planet types and room modifiers is a lot to take in all at once so I didn't really play strategically and just kept annihilating planets and switching rooms arbitrarily^^

I liked the concept and that you kept the resources simple by just using different colors.

A map would have been great to get a better overview over which planet traded in what resource and if they where happy or not.
Also a background with stars or some kind of pattern would have made the travelling feel a little better. Flying between the planets in the black void almost made it feel as if the ship was standing still.

Thanks for the review!

Moving the spawn point with the entrance is a good point, I may consider it if I make an expanded version of the game.

Nice little exploration game.
At first I didn't realize that the purple icon is the shop and almost ran out of oxygen.

Great idea for the theme, I really liked it!

Made me remember how I played the Grow/Eyemaze Games back in the day.

I really like the look and how you used the assets. Also it gives a real feeling of exploration with the ruins.

Sometimes it was a little hard to tell which items were important/what they were.

I really like the look and how you used the assets. Also it gives a real feeling of exploration with the ruins.

Sometimes it was a little hard to tell which items were important/what they were.