The amount of polish both visually and via the gameplay in this game is incredible, great job!
TheBurnerGuy
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Great presentation and concept! I think the design where you have a guess on when the sniper is shooting and reloading worked great and it allowed me to make decisions on whether to run to the next obstacle or try a risky evasion. Sometimes there aren't enough obstacles to hide behind, or high platforms to jump off of, but overall great game!
Great concept! Even without many spooky elements, my hands were sweating within the dark atmosphere and the possibility that any of the crates could have the intruder pop out of nowhere. If you had more time, I feel you could add sound effects or random notes to make the game even creepier. Fantastic job!
Very creative idea! Love the idea of making the level slowly harder for yourself, like a single player version of Ultimate Chicken Horse. Maybe this game is meant to be a chill fun game, but I wish there was a greater penalty for getting hit such as losing health points. I just ended up running past most of the traps hoping they wouldn't hit me instead of thinking about how to carefully get around the level that I built.
Sorry if this comes across as harsh, but I felt like this game didn't feel like this fit the theme very well. You could swap the sprites for the mouse and the cat and there wouldn't be much of a difference since the gameplay is just an infinite platform scroller with an added invincible enemy instead of a wall of death/timer mechanic to threaten the player. It could use more creativity in the gameplay aspect!
Great game and cute art! I liked the randomness of the adventurer's AI and the fast travel vent mechanic, it made the dungeon setup strategies much more frantic and interesting to pull off. My only criticism is that the AI can waste your time by aimlessly walking around the dungeon even when all their needs are fulfilled.
Fantastic entry, I loved the idea and the amount of polish! As the game progressively gets harder, I started to understand how each attack had its own purpose and there was definitely strategy needed against different team compositions. Thematically, it does seem a bit weird that the best strategy I found for larger groups of enemies was to kite backwards and zone out melee enemies with long range attacks before going in to finish the rangers/mages. Given that the design of the game is like a Moba, I would love to see some kind of ultimate attack where the boss gets some armor and can charge through enemy lines like a true melee champion.
The physics were a little strange with how the cube would lose its momentum/speed upon hitting the roof of tiles/room. The platforms were also difficult to control since it seemed like they had several modes of speed instead of allowing for more precise control over them. Nonetheless, there were fun moments on a few levels where I got the cube to fly straight to the finish while avoiding all the kill zones.