Ooh that makes perfect sense. They did look grappleable so I thought I was overthinking it, but definitely would love to play again when it’s polished. Thanks for the clarification!
Viv
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Wow, this game is super polished and feels really good to play! The sword-throwing mechanic was very responsive and I didn't run into any technical issues at all, only skills issues but that's on me :') . At some point I just beelined to the end cause the thought of falling all the way down chasing a star was terrifying, so I'm glad there was no penalization for not getting all of them. The leaderboard was a nice touch too. Great job!
The art style is super cute and I love all of the animations! Moving around was pretty straightforward, although when I first died, my character respawned still shooting, but I wasn't able to move them, so that was a bit odd. And then a little after, their sprite waddled down off-screen which was pretty funny, but I don't think that was intentional. Still, I enjoyed playing it and would love to see it when it's fully fleshed out!
What a cute game! I love the color palette and art style, especially our froggy protagonist. I had some trouble progressing as my RMB doesn't seem to want to grab onto the metal pipes, so maybe increasing the hitbox on the skinnier objects might help. Of course I'm also playing with a touchpad so maybe this could be just my setup issue. Overall, the game feels good to play and I'd love to see more of it!
This game was a blast to play and the art style is so charming! I definitely spammed J more than I care to admit but you know, as they say, gotta go fast. I found the tutorial fourth wall break to be hilarious and the banter between the characters was fun. Hope you'll continue developing this, great job!
Had a lot of fun with this one. Reminds me of those analog horror videos, but in game format. I really like how the tutorial/intro part of the puzzles helps me get familiar with the game mechanics before throwing in the timer. Also it was super fun seeing the little guy from all the different camera angles. Good job!
This was a really fun concept and the inventory visual is super cool. I did end up having to read your design doc to understand how the game worked as I was confused why my limbs were not hitting the enemies, but once I figured it out, it was really immersive. I think some quality of life mechanics like using a key or tab to immediately select a new enemy or another limb could be helpful, but this is just coming from someone using a touchpad so I might not be the demographic. Overall, I hope you continue developing this game!
Love the concept and the throwing path visualization was so cool. There were a few moments where I expected the throw to land but ended up sliding down instead, as well as moments that it probably wouldn't have stuck only for it to do so, so that was a bit confusing. For the most part, it was pretty easy to follow and I would love to see more of this in the future!
Spamming duck is my new favorite thing. I love the art and how many different characters there were in the game. It did take me a while to realize that I was accidentally hitting my allies when the skeleton picked me up. I also thought WASD was not working for me, but it seems I just needed to hold down the key for a while, so I think making the directions respond a bit quicker could help with that. Second the mention of the ally walking backwards off a cliff, but it was pretty funny when it happened. Overall, this was a cool concept and I enjoyed playing it!
The art style and color palette for this was such a vibe. The game ran smoothly and felt good to play. It took me some time to get familiar with the keys being Z/X/C as I kept trying to use space to jump but once I got the hang of it, I was able to make progress. Overall, this was a cool experience, good job!
Yeah I tried both full-screen and without, but I see now in your playthrough that the player isn't supposed to go off-screen to the right so that explains my confusion. I was able to get the key dialogue eventually after waiting a bit and then clicking E, so I was able to progress! I struggled a bit with the font size as well, maybe making it 30% bigger would help with readability, but otherwise, it was a fun game and the boss level really change up the pacing in a good way. Great job!
Thank you for playing! I definitely had a WPM tracker in mind before realizing that it might cause players to speed through the game without reading the story, so that was a tough decision to make. I think it would be a great addition to the combat session though, so I'll explore that down the line.
The sound design is really good and it felt satisfying to hear that clicking sound every time a switch is turned. I started chasing the scientists for a while thinking they were trying to stop me before realizing that they just disappeared. One thing I did notice was that I kept going back around the same area and getting lost, so either closing off an area or having some color/sign feedback pointing to the right direction could help. Overall, I enjoyed playing this game!