Glad you enjoyed it!
Ethan Penney
Creator of
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Just a heads up, two known bugs - I ended up with the wrong version of the script that manages the worm segments, so they seperate a whole lot more than they should be able to when the worms are at top speed. And level 4 can not be accessed from the level menu, only by beating level 3 (which is a shame, because I think the giant worm is fun)
Very good style, and I like the concept of the game. Making complex machines that are then shrunk down into regular sized components is a fascinating way to deal with the issue of scope that comes up in a lot of the late game of these types. Not sure that it was working correctly - I wasn't sure how to get started and make my machine work. Still, a great concept and good vibes! :)
First of all - I would die for Munroe the snowman. This was a delightful little game! Simple, but definitely interesting and could be expanded upon. Very good way to convey that I needed to be a certain size, with the platform that had a shadow of a certain size before the barrier. I like little in-game alternatives to traditional UI like that. Good stuff! :)
That was fun! And the vibes were immaculate. Intro song was obviously fire. I like the idea of there being a build phase and an action phase - I would like if they were more correlated. Also, I wasn't sure how long the fight phase would go for before I got back to build phase. I had a great time with this one, good work :)
Short and sweet! Some classic "key/lock" gameplay. Definitely a good start and a good concept. I think bringing the camera back a little while you're enlarge could be a nice quality of life addition. I think you could definitely do some fun stuff with the growing/shrinking - especially if you made the potions one time use, so you'd have to think carefully and manage resources. Good stuff! :)
That was fun! A neat concept, and good humor. I can see the mechanic being expanded for a lot of different puzzles and applications. One note, mouse movement bugged sometimes. I'm not 100% sure it was the issue, but you may want to check out Cursor.lockState to ensure the cursor stays where it's supposed to. Good stuff! :)
Super fun concept! Felt like I was shrinking a little too fast and it was impossible to keep up (could need some tweaking, or could be a skill issue lol). Loved the idea of making enemies bigger to kill them, and could definitely see this expanding (ha) into a bigger game with more uses of the idea if given more time. Good work! :)
Progression was fun and satisfying. If I'm being honest, I didn't love turn speed as a mechanic that could be upgraded, but maybe with some tweaking it could work. I just didn't like having what felt like a core movement option being restricted, but that might just be me! The vibes were good, I liked the progression of the objectives releasing enemies. I experienced lag as well, but you already seem aware of that and it's a jam - some bugs get through. Good stuff! :)
A very simple idle game, which makes sense for the theme - idle games / tycoon types are all about growing in different scales.
The choice to have the purchasing of houses be a threshold rather than actually deducting money was probably a mistep. You can't always give the player what they want - you need conflict that the player can solve.
I liked this game's vibes, and really enjoyed the mechanic of running around and moving towers. It felt very frantic and fun moving the only tower I could afford around in the early stages to get it to the right sides, and moving my towers out of the way of enemies to stop them from being destroyed. The slow accumulation of coins added to this feeling, which I thought was great! And it felt very satisfying when I was able to get on top of things enough to get a more expensive tower.
I also got an error when using the potion on the second-most expensive tower, but it's a short jam - some bugs are bound to make it through. I could definitely see this being expanded upon with more time.
Overall a fun experience :))
yeah, that was definitely a fix that got put on the back burner due to time constraints haha. If I hadn't run out of time I think I would have set the camera positions further away and put the text on the top layer so it was easier to see but kept the visual style I was going for. Thank you for the feedback!
Interesting concept, I like the use of the 2D lighting system to show the radius of the enemies awareness. One of the later jumps took me a while to figure out as it's the first jump that requires the dash and seems to require you to dash right away and dash again after the cooldown, and I couldn't get past the enemy right after it. So good overall, the level design could use some tweaks though!