Ah, sorry for that. Thanks for checking us out at least!
ZeeHatcher
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Hmm... on Windows, the "obstacles" are able to go out of bounds of the screen, but here it seems that your window manager is forcing the "obstacles" back into the screen, making the gap too small.
Sorry, but I'm not sure how else to help other than to suggest that you play it on Windows if you are able to. We've not had the chance to test this out properly on other OSs, so the experience of this game in any other OS is very hit or miss.
You're absolutely right about the problem with the introduction of the "scaling" mechanic. We also found out it was quite difficult for our playtesters to understand it as well, but sadly we didn't have enough time to figure out a better way to introduce that mechanic.
Thanks for your comment, and thanks a lot of playing!
The dynamic tutorial stage is such an amazing idea! I'm going to need to steal take inspiration from you if I ever need to make tutorials.
Another thing I really enjoyed is how the dog interacts with the cat. On one hand, they're obstacles that the player should avoid. But on the other, they're basically a speedrun tech. I found myself pouncing onto the dogs so that I could boost upwards or across the map, which was cool.
After the tutorial, I found out that this game is actually rather difficult. Weirdly enough it gave me Jump King vibes (perhaps because I get kicked off into the abyss after painstakingly climbing up).
I also found that it was a little hard for me to gauge how high/far I would jump. Perhaps a little trajectory line would be nice.
Also noticed a bug (that I abused <.<) with the cat pounce state and the dog. While I am charging up a pounce, the dog can't actually bump me off, which was kinda OP.
This was a neat and fun little game! Really liked the little laser for the player's cursor too!
One of the things I'd like to point out is the lack of clarity with regards to the goal. I went around knocking things over for the fun of it, not knowing it was actually tied to the goal of the game, until I didn't find anything else interesting, so in the end I had to just assume that I had to knock everything over to win.
Another thing is that I think it'd have been nice to pan the camera in the direction of where the player cursor is. Maybe it's due to a habit of mine from playing other top-down games, but I like moving the mouse to the edges of the screen to check whether there are any guards in that direction, and to plan out my route. But since that wasn't in this game, I had to brace myself while I tip-toe tile-by-tile to make sure I don't get caught by a random guard just off-screen.
This is amazing! The art is gorgeous, the soundtrack bops, and the gameplay is simple, fun and engaging. Had a good laugh from the cat voice acting too.
Though, I'd like to say that I don't think I can play a game with this art-style for long. My eyes started getting a little tired after a while, having to focus on the screen looking at the 1-bit colors and dithering (or maybe that's just me being tired from a long day's of work). That doesn't take away from the fact that the art's bloody amazing though!
Well done! Wish I could make a game half as pretty as this!
The presentation of this game is way too good! The art, voice-acting, transitions, UI, the noir-style soundtrack, it's all fantastic! The stealth gameplay was simple and fun too!
If I had any qualms with the game, it'd be the roll mechanic. I felt that it was a bit clunky to use, and I'd sometimes roll farther than I'd like, and end up getting caught. Also, because the roll is activated from the combination of the arrow keys, I sometimes accidentally initiated a roll when I didn't expect it to.
Walking down stairs is also a little clunky too, but at least not enough to get me caught.
(There's also a hole in the window on the top floor of the first level. I may have rolled through it and killed Cynth by rolling her off the building)
Nice game you've made here! Had quite a bit of fun, especially after I figured out that you can launch bombs from trash cans. I also love the animations, they feel so juicy!
Here are a few things that came to mind while I was playing. I think it would have been nice to have more directional control over the attack, as in being able to do it in 8-way rather than just 4-way.
The hit-stop from attacking an enemy feels nice and impactful, but maybe it was just a tad bit too long. Since I have to attack the enemies so many times, that hit-stop starts to add up and starts making the game feel a little slow, in my opinion.
Also didn't know that the garbage bags were bombs initially, so I died on my first run not knowing how I died.
Anyways, well done on the game!
This is such a cool concept, and a great take on the theme! The rules and mechanics are simple, but put all of them together and it becomes super chaotic and fun. I especially liked the Chargers, there's something satisfying about sending a horde of them towards a particular direction, wreaking havoc.
If I had one tiny bit of criticism, it's that I didn't know that the selected entities "fired" towards the cursor, and was slightly confused initially. I did go through the tutorial, but because it's all in plain text and not an interactive tutorial, I didn't quite translate the words into the actual desired gameplay. But even then, not too big of a deal, since the game itself basically teaches it.
Really cool concept! Although sadly I was not big brain enough to figure out a strategy that allowed me to get past 4 knights.
I think I actually would've preferred if the goblins ran away from the knights, so that they can lead the knights into more traps, rather than running straight into the knights and dying.
It also got me thinking, what if the player were able to control the goblins, to tactically position and move them to lead the knights instead. Thought that could be interesting.
Cool twist on Flappy Bird! And just as difficult too.
A point I'd like to bring up is that it felt kinda unfair that the bird could just kill itself on the pillar that it just passed through, since I lose control of the pillar after the bird passes through it.
Although I only noticed after switching on Easy Mode, I think that the pillar positions aren't varied enough. The gap of the pillars would always spawn very close to the middle of the screen, so if Easy Mode was toggled on when the bird was at the middle of the screen, the game would basically play itself.
Very simple game. Understandable if you're just starting out in game development.
If I had any suggestions, it'd be to add some form of difficulty scaling in the game. As time goes on, maybe more hands show up trying to grab this annoying last chip, or the "bowl" starts shaking and rotating to emulate the people picking up the bowl and shaking it and what not.
"Rath of the Painbringer"
Never knew my Jump King skills would actually be useful.
This game is hard, and I can see why a lot of people are deterred from finishing this game. But as someone who has played and finished Jump King before, I feel that this has a lot of good things going for it.
The art and effects are beautiful, the peaceful rainy atmosphere allows me to fully focus on the jumps themselves, and intentional or not, I really appreciate the little details on the floor (grass, shiny bits) that help me position and align my jumps.
I also really like how the levels are designed to be forgiving in some parts too. Some drops allow the player to land in a slightly better position rather than just going straight down to the lowest level, and I really appreciate that. I can't imagine how long it took for you to design all these levels like that and test them out to this extent.
Also really enjoyed the introduction of the side-mechanics, especially the conveyor belts, those were pretty fun and challenging to make use of.
I do have one criticism though, and that is for the tighter "combo" jumps, it'd have been nice to have some kind of input buffer to allow me to charge the jump even before landing. Those parts felt a little bit harsh to play through, since it required me to play somewhat perfectly.
Overall, in my eyes, this is a really beautiful, very polished and well-designed game. Well done!
This game is amazing! It's so well polished, the SFX are all so fitting and impactful, the gameplay is simple but addicting, and I didn't get sick of the music throughout my entire 20-minute playtime. There is nothing bad I can say about this game, it's just good in all of its entirety. Well done!
If I had to provide any little bit of criticism, it'd be that perhaps an indication of which rooms were completed would be nice. My puny brain couldn't remember which rooms I've cleared before, so I sometimes went around in circles.