Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

This is certainly a unique game. I enjoyed the addition of the walking table guys, but found that they often got in my way while I was trying to feed the big mouth, which ended up getting me killed. They probably should get lower target priority. Very novel and interesting take on a Metroidvania.

(+1)

Thank you very much for the feedback. I also feel that without slowing down the player, the "Carry-Helpers", how I called them, would feel less rewarding, but carrying items without any obstacles is a quite boring thing to do across long distances. Meanwhile finding the right balance wrt. which target to prioritize upon dropping items is a difficult decision to make. Since the code grew dynamically, like a living entity, over time, I was sadly unable to refactor everything in the end. Therefore the "dropping" of items ended up being that rough. So do I understand you correctly that the priorities should be: locks > the Chungus (the big mouth) > carry helpers upon dropping items?

In the next iteration of the game I might add more infrastructure into the game (for carrying items and building pipelines) and might also add a throwing mechanic to the game. 

Thanks, for playing my game!