This was fun! Though I think I found a bug (and not the insect type); I was able to position myself in such a way that I could constantly eat the same spider and grow into Dire Rat state from the beginning of the tyrant level. I really liked the models/animations in this! Did you use MagicaVoxel or Qubicle or something? Great job! :D
Young_Scott
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Really interesting idea! At first, I was trying to get through it like a normal platformer, but then I noticed I was locked out of the initial pathway and I'd grown and had to go a different way. I eventually got stuck on some terrain and had to restart, but there's a lot of potential here! And visuals are certainly surreal. ;)
Neat idea! Reminded me a little of 90's isometric adventure games, like Little Big Adventure. Unsettling sounds! I totally wanted to help the pink soul who asked me every time, but I eventually learned to ignore it. :P It wasn't too long, either; I managed to find the key in the end and earn my freedom. Good work!
Interesting Tower Defense/FPS hybrid! Being in the thick of the fight reminded me a little of C&C Renegade. I liked the toon/cel shader on everything.
Impressive AI pathfinding; I tried to trick it by funneling the enemies in certain directions, but they still efficiently made their way to the core! :D
Really fun and unique idea! I like the procedural/random generation of power-ups, as well as the multiple fun items which both helped and hindered you. It feels like a quality Mario Party mini-game, only with more depth. Losing only one "level" of progress when you accrue too much negative levity is a good way to handle checkpointing. Good fun!
Amusing aside: seeing myself referred to as "Young soul" was a funny meta moment (look at my username!)
P.S. I assume you know about this and it's just a bug due to limited time, but if you set your UI anchors for the canvas elements in the intro, they should scale regardless of the user's resolution (mine were clipping a bit in the WebGL window)
I guess I shouldn't be so surprised by this entry after checking out your twitter and realising you're actually a professional pixel artist in the industry, but... even taking that into account, this is still pretty incredible, especially for a week.
It controls well, it plays well, it looks gorgeous, it's full of loving Giant Bomb references, and the soundtrack is great (and don't even get me started on that final battle!). I especially liked the slide invulnerability frames, which made the otherwise pretty hard single player much more accessible.
The whole thing is just a smart mix of Contra/Metal Slug and I would legitimately pay for a full-length version of a game built on this same framework. Well done!
An extremely polished and complete experience, especially for one week! Having gun shots destroy the blocks in SMB1 is a pretty fantastic twist on that formula. This controls really well, both by mouse & keyboard or by a dual analog controller. I even played it multiple times to get all the coins and the extra level! Well done!!