very scientifically-accurate and enjoyable recreation of daily life for a crustacean. Nice and relaxing music as well. Good work!
11BelowStudio
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simple concept, clean execution. would be nice if there was some visual indication of the value of the pegs (besides the arbitrary multipliers they provide), and maybe it might be worth randomizing the values of the holes after each pachinko disk goes in (rather than just randomizing them once when booting up the game and leaving them at that value meaning that one’s potential high scores are heavily reliant on what the value of them was when starting the game).
I adore the visual presentation, and the audio feedback is satisfying as well.
pretty neat game, definitely on the challenging side (level 4 stumped me for a bit, didn’t realize that it was possible to get launched by hitting the sides of the rocks which launch you). granted, I didn’t quite make it to the end, but, from what I could experience, I can tell that this was a pretty well-made game. Nice work!
unconventional but neat concept, gets to the point, and mostly works well. only real gripe is the fact that, at least on the web build, the left platform seems to be ever so slightly just out of jumping range from the middle platform (dramatically cutting down the amount of space one has to escape the giant enemy earth). Still, genuinely impressive work for only three hours!
Thanks for giving the game a go, and I’m glad to hear that you enjoyed it. I also appreciate you making a point of getting a rating in for this game at the last minute :)
Sound design certainly isn’t my strong suit, so I’m pleasantly surprised to hear that you liked that aspect of the game as well.
Anywho, this evening, I’m going to try to clean up the game a bit (or at least get started on that task, there’s a few things I want to overhaul/improve), so don’t worry about beating the current state of the game, as there should be a slightly better version of the game for you try to beat instead in a few hours/days from now :^)
Very nice work in the time, and the minimalist aesthetic used here works really well. Solid design, nice execution, I guess it would be nice if the UI had a ‘skip turn’ button (to make it more obvious that skipping your turn is an option in order to regain energy) but I get it, time constraints. Still, nice work!
I am in awe at how well-made this game is. Very polished audio and visuals, and it has a very robust core gameplay loop.
My main gripe with it is how long the cooldowns for attacks are (combined with the lack of any indicator for when they’re ready), which does force an uncomfortably over-cautious playstyle (despite the vibes of the presentation suggesting a much faster pace), lest one get caught out unable to attack/dodge, suffering a quick death as a result.
Still, even if the numbers used in the system do lead to some uncomfortable ludoaesthetic/ludonarrative dissonance, the underlying system and presentation do provide a very strong foundation for a potentially great game. Well done!
Nice concept, with pretty solid execution and presentation. Whilst the numbers used for the combat system do feel like they could use some tweaks (enemies feel too tanky given the speed at which they swarm in and attack you, and there’s no real way to dodge the enemies, essentially ensuring that you will take some damage from every combat encounter resulting in a rather swift death), and the combat could have benefited from some sort of ‘hold to fire automatically’ system (or maybe the option of a close-range second attack), the underlying core gameplay systems in this game are still a very solid foundation for a very good gameplay experience.
Genuinely, well done!































