Skip to main content

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

Enough charm to keep me invested through my plays. It might seem silly to say the writing was great, but sometimes the white space can be just as interesting as a super meaningful dialogue tree. It was my reward for beating a layer, just so Blorbo could pow, stick it to the Demiurge!

For a game about the countdowns, that are so intrinsically linked to the countdowns in mechanics, I really don't think it would have made the game too easy by showing them to us. We have the godhead after all. With a clock for a head. He could just watch in the background. The game was absolutely punishing, but that's not worth any less. I wanna be the guy is fun genre and rewards patience and investment!

I have to give kudos to the character controller. There's a reason you don't see slopes absolutely everywhere in gamejams. You have to find the right asset, or put time and care in, to get those sonic levels of snappy-feelgood on slopes. None of the hurt boxes felt cheesy, and the jumps had in just enough forgiveness to keep me feeling like I really could save the world this time. The graphics are right where they need to be, completely coherent across the experience! xx

(+1)

Thanks for the detailed comment! I liked your game a lot, but I also liked how detailed your comments are on people's games, so I actually was kinda hoping you'd check this out xD. The timers being invisible for most of the regular gameplay is just what makes this game unique — whether or not it affects the difficulty isn't factored into why I designed it as such. Nevertheless, all of your points are valid, and thanks so much for playing my game!

(+1)

They call me mister detailed....

Detailed is my middle name.

I detail a da post.  :)   <3 xxx