(square) is minimalist top-down shooter heavily inspired by the game THOTH. In (square), you control a circle that can launch a square whenever it is near. You can also recall it back to you. However, if you touch the square, the circle dies. Levels are a delicate balance of bringing the square close enough to shoot but not so close that it kills you.
Wrimor
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Nice game! I was much better once I realized I took damage from hitting my own bullets. It led me to be much more careful and deliberate about my shots. On the second level, though, I took damage every time I clicked to fire. I'm not sure if that was intentional or not, but either way it was strange.
It's a nice concept and the art is well done (especially the animation for destroying a building). Unfortunately there's not really much of a reason to engage with it at the moment. I went all the way left and all the way right, destroying everything but nothing happened. There were no enemies attacking me. I think if you developed this out, it could be very good.
Interesting. For me the core of the game is the fact your only means of offense is just as deadly to you as the enemies are. I do understand what you saying about recalling at high speed. Part of that is because speed is added when recalling so a) you don't just get the square to follow you around the whole level and b) so to make it a bit more risky. Thanks for you comment, I really appreciate it. You've given me more to think about.
Good concept. There's a lot of potential here, and I am impressed by your procedural generation. Unfortunately it feels quite unfinished at the moment. Some sort of feedback when hitting enemies would help greatly. There's a number of text elements that are either cut off weirdly, running into other textboxes, or aren't all the same shade of white.
Nice game. It's fun to try to catch the green ones and avoid the orange ones. One suggestion would be to make the green circles smaller so its harder to get a life (though, to be fair the drop rate for the them is already lower). Some sort of combo system for consecutive catches could add a lot to the game.
I really like this premise. Your art is great and switching between characters is a lot of fun. Unfortunately, I ran into a weird bug on the second level. I was able to walk through the fence at the bottom and then go and phase through the top fence to reach the chest. Upon reaching the chest, though, I couldn't leave with either character and got stuck there.
I think there's a cool premise here and the writing is solid, but as it currently is, there just isn't a whole lot here so I am not sure what all to say. I went through the game a few times and tried all three different options. I got some more text and then it was over. I think if you expanded on this and either added some sort of game that is changed by the character the player picks or just add more interactive fiction it would work really well.
I like the idea of the grim reaper as a car mechanic. It's a fun clash of legend and mundanity. The gameplay has potential, but as it stands right now it feels lacking and not that interesting. There's definitely something here you could refine further. Also, it would be much appreciated if you set up your UI objects to scale with the screen because it annoying to the score in the middle of the screen when playing in fullscreen.