hey at least i didn’t put a crate at the end
tesselode
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i’m glad you enjoyed the game!
i didn’t want to add an indicator for where the secrets are because that makes them less secret. the post-game content is meant to be something you dig deep for. but i understand that it’s a little repetitive.
ghosts speeding around corners is unintuitive for sure. it’s actually not intended, but i left it in because i thought it was interesting. i see it as an interesting quirk that makes the ghosts more mysterious. that being said, i am working on some tweaks to make the ghosts a little more comfortable for speedrunners, so a change to that behavior is not entirely off the table.
greg is a mystery.
nice concept, but it’s very difficult to actually adjust the orbits to your liking. aligning the phases of the orbits properly and understanding what the resulting waveform will look like ahead of time seems practically impossible, and it sucks that you have to grab tiny moving handles to adjust them.
with better controls, i think this could be a really great puzzle game!
Even if I have background videos disabled, each screen takes a while to load. It seems like the dots on the loading screen always have to move from the right all the way to the left before the loading screen finishes. I'm wondering if there's some sort of bug there? Maybe the loading screen is waiting on that animation to finish. Whatever the cause, it's a little annoying to have such long loading times for such a non-graphics-intensive game.
i tried to avoid adding value judgments to the game. that's why you don't see any "you win" message when you complete a level - i find that when a game tries to make me feel good for doing a certain thing, it conversely makes me feel bad for failing to do that thing. but i do think it would be nice to have some sort of acknowledgement that you've beaten every level. if i do implement that, it'll be later, since i'm planning on adding more levels, and i'm not sure what form that addition is going to take.
anyway, thanks for playing and making a video!
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EAT GIRL is a game about moving quickly and efficiently through tight corridors. it has a serene and unsettling atmosphere with unusual enemies and varied ambient music.
The game is short - skilled players can probably reach the ending in 2-3 hours.
There's some extra content planned for future free updates:
- assist/variant mode
- speedrun mode
- arcade mode
- secret levels
i like the idea, but i think there's some subtle design choices that get in the way of the mechanic being really cool. i played the game with a controller, and it's disappointing that the movement and aiming is only 8-directional - the aiming in particular would be a lot more interesting with smooth analog movement. i also found it unintuitive how every enemy took more than one hit to kill, despite the dramatic blood particles.