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A member registered Aug 26, 2022 · View creator page →

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I realize you are still updating but I found it terribly fun that I could 'air walk' all over the level. Pressing up and forward gave me anti-gravity!

Interesting use of geometry for limiting the speed/distance you could travel. Well done for one evening of work.

Thanks for the feedback. The mechanics are all coded from scratch. I had hoped to introduce the notion of 'directed gravity' where you could control the liquid flow in a way other than uniform and exclusively elevation-based. 

Certainly played this much longer than I originally expected to. Very fun, smooth gameplay. Well done!

Unfortunately, running the web version failed to load any graphics beyond the clock, player, and time. I was just running across a black screen continually falling to my ultimate demise.

I enjoyed the gameplay and look. 

One thing I noticed is that every setback permanently put you back. Having a way to recover that loss over time (like sprint or sliding downhill is faster) would have been a nice addition.

The visuals and general interactivity could be a good foundation to build upon. As it stands, there is little to achieve beyond exploration but the story you are developing and what is here so far could result in a nice finished product.

The light warping was pretty impressive. I struggled with the physics of the control a bit but found that spraying enough bullets was a good strategy with all the gravity.

Well done. In particular, I like the aesthetic (7 segment display!) 

Well done, the radial mechanics were pretty fun to try and navigate. 

The visual effect of the spiral diminished after around 40% when it appears that you are just running along a surface with the occasional meteor headed at you. Some way to keep the spiral in the view would have been a nice touch.

My first round was over quick - I didn't realize we start with 0 lives!

One thing I continued to try and do was move the cat to the right to avoid getting stuck with two animals crossing the line at the same time. 

I very much enjoyed this. 

Things that appealed to were the genre, progression (easy to start more challenging to master), and the bonus rules (monochromatic!). 

An added aspect that worked for me was the colors. I am colorblind and the set of colors you used didn't impede my ability to play the game. Well done.

The scoring bonus is applied when you have more than a single stream of runoff. So, if you found a location that eventually flowed to 3 exits after, say, 60% of your liquid poured out you would achieve a much higher score than if you simply found the low point on the edge of the board. I suppose that could have been more explicit in some way. 

As for logic and dynamic features a game might include I just never made it far enough for those additions. 

You are correct - it was more focused on the mechanics and demonstration of that then the resulting gameplay. I wasn't able to get far enough to add 'game' features - oh, well. 

Thanks for the feedback

Well done. I particularly enjoyed the subtle ripple effects on the web as the wind was blowing.

Impressive what you were able to implement given the hours you put in. I started without really expecting much but was drawn in as the game progressed. I didn't expect to put many hours in during submission evaluation but I will certainly circle back to play again. Well done.

Very much enjoyed the way the clouds continually morphed theiry shape. It was a nice visual touch.

I love that you implemented "quit job" - I wasn't expecting that to have any effect. :)

Great balance between on planet, in space, mining, and resource management. It is the start of what could be an expansive environment. Very much enjoyed playing.

I particularly liked the realistic look of how the lightning formed. Well done.

I really enjoyed the tension of trying to stay close to the van for supplies vs. trying to get the electrical boxes farther out.

I enjoyed the gameplay. A particularly challenging aspect was when people spawned under a shark; it made me have to think about how to time the collision to avoid being pulled into the center.

Yeah - some controls like follow the cursor, scroll for intensity/size, ... I like the ideas.

This was incredibly fun to play. I hit a hole in one on the first shot and then spent the next twenty minutes trying to get anywhere close to that again. Enjoyed this very much.

Took me a while to get used to how to use wands, but I really enjoyed the concept of using them to progress by changing the properties of the environment. Well done.

The game hooked me; I played entirely too long while trying to get to reviewing other submissions. :)

Particularly enjoyed the (seemingly) unlimited respawns - as I needed them often.

I really like the visual aspects. Kept me trying to make new patterns.

Thank you. I spent the most time trying to get that effect correct - I'm glad it came through.

Thank you for the feedback. I've never done music/sfx before - would be an interesting extension.