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Wasn't sure what I was getting into at first, but as soon as the gameplay locked in I was impressed. Really cool setup, love the upgrades (though I'm partial to the more mechanics-based upgrades rather than all the score-based ones), and my only critique is that it's a little difficult to parse how...well I was doing, or rather how close I was to death at any given point.

But this is a very good game, awesome job!!

(+1)

Thanks so much for the great feedback :D The core idea was actually the highscore hunt—everything else kind of evolved around that. That’s also where the ideas for the highscore-related upgrades came from.

What exactly did you mean when you said you weren’t sure how close you were to dying? The round ends once all of your islanders have died.

Well, for example, let's say all characters die on the right island and then the right island takes more damage. Is that damage...doing anything? I couldn't tell, and that's what I mean.
Part of that is because it's a bit tricky to track, visually, the various islanders on the screen when they are as small as they are and so many other entities are demanding focus (so if the above damage WAS clearly doing something, maybe I didn't notice because I was so focused on the skies above). I found it just a bit tricky to parse, but I'm sure it'd make more sense to me on subsequent playthroughs.

(+1)

Ah, I think I get what you mean. The islands themselves don’t take any damage—which, now that you mention it, could’ve been an interesting idea. Right now, the system works so that you lose when you run out of Snorbles. The islands don’t affect your lives directly.

The current setup kind of encourages focusing on a single island, which in hindsight wasn’t the best mechanic. It would’ve been better if the Snorbles spawned randomly, so that strategy wouldn’t work as easily.

We actually had a third character planned, meant to support the other two—that would’ve made the island system more meaningful. Thanks a lot for your feedback!