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zrrz111

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A member registered Jul 10, 2017 · View creator page →

Creator of

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Thanks for the kind comment! I REALLY tried to get WebGL working, but it was a nightmare of SSL certificates with a web server. The plan was to expand a lot on the journaling aspect and then add random things to do around the island, but you know how it goes with game jams :)

And yea it's a shame that more people aren't playing - the server can only send what messages it has so it uses repeat messages if there aren't more.

I def agree with you on the music - gotta find a musician to work with for the next jam

I liked the idea of psychonauts-esque diving into a psyche. I had some small gripes with controls and with level layout - lack of coyote time, the best way to fight seems to be just to turn around, and some of the platform segments where you have to jump up going back and forth were frustrating.
VO was nice, graphics where nice, and I could see the potential for this to turn into a bigger game which is great.

Really nice design. I liked the puzzle mechanic and was happy to play the game all the way through. Jumping was a bit difficult on kb/m. I like the subtlety of the relationship to mental health and overcoming obstacles, (particularly in contrast to how on the nose some of the submissions are) but I think its maybe missing something to tie it together a bit more to mental health. All in all though, a fantastic game and my second favorite game I've played in the jam.

This is a REALLY fantastic game and it makes me sad that players might miss the point of the mechanic. Very well done

Neat idea! Great aesthetic! Sound design is nice. I feel like it creates stress though ;)

I loved the art, and the aesthetic! I didn't really understand the "game" part of it. Is the idea that you are trying to diagnose? It was really well polished!

I actually really love this concept. Would LOVE to see this explored in a larger game. Some more feedback on crystals timing out, more clarity that you need to attached by walking close, and its a bit short are my only critiques.

Exploring some mechanics like: an attachment that rotates the other robot around you instead of each on rotating individually; a way to unattach robots to get them stuck on specific spots; switches you need to step on; mirrors to bounce shots around; etc. would be super cool to see.

Appreciate the detailed feedback! About to check out your game

This is a fantastic game. First one of the jam I've reviewed and played a 2nd time

I really love the idea, but the platforming was difficult without coyote time and the misleading arrows were kind of frustrating. Presentation was nice

This was a really nice game. Mechanic was clear. Visuals were nice. Sound was nice. My only critique is that I wish there were some harder puzzles.

This was a really nice game. Mechanic was clear. Visuals were nice. Sound was nice. My only critique is that I wish there were some harder puzzles.

Cool idea! Music and general aesthetic is nice. Very relaxing to place pieces

Seems like a neat idea but I don't really get how the arrows correlate or if there is an objective? Music is really nice!

Thanks for playing and thanks for the feedback!

The platform collision has really bothered us, but it was a choice between pretty bad clipping into walls or "floating" off of platforms until we could engineer a more complicated solution that makes it behave differently when on edges. Definitely would be one of the first few things we would fix if we decided to continue this game past the initial 48 hours.

Neat concept. Took me a bit to figure it out, but once I did was able to get through all the levels in a couple of minutes. Would have liked to see some more complicated puzzles. Reminds me of Zelda Oracle of Ages puzzles.

Wow, thanks so much for the help! Don't think I can fix it at this point until after the game jam, but I'll throw a disclaimer up for FireFox users.

Thanks for playing and thanks for the feedback!

Are you talking about the camera jumping when you throw the hammer? Because that is a bug I wasn't able to fix. Otherwise it should be smooth, so if it's not please let me know, thanks!

Thanks!! Yea, the mid air hammer drop was actually a feature I didn't have time to get to, so it was cut. Would have allowed Timmy to throw the hammer down mid air and send him flying up to reach new places.