Brilliant, thanks! Can always count on Sebastian to have our backs, should've known!
2nPlusOne
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Fun concept! Great use of Quaternius' assets (I think). There are a few things that would help this be a bit less frustrating at times:
- Disable physics for the sacrificed bodies. Often they would roll around uncontrollably.
- Disable X and Z rotations on the player. When falling down past where the lasers were on level 3, I hit a torch which sent me sideways with no way to recover.
This was a blast! It was so satisfying to grow my horde of zombies but heartwrenching to see those terrible soldiers kill them off! At one point my horde was 200, but then a massive group of soldiers killed them all including myself. Great game! Can't wait to see how this grows if you work on it more.
I loved the cute pictures we were rewarded with for beating the game! Great job on this. The cows were pretty difficult to avoid at first but I got the hang of it. I will say though that the sound effect for hitting something scared me to death each time it was played... maybe tone that one down a bit as it's pretty jarring. Excellent job overall!
The concept here is pretty fun. I like the idea of tossing bodies around the complete the delicate job of a mortician. I think it just needs some more polish, and finer controls of the mortician. I'm not sure what the purpose of the slab Morty is carrying around is. Is it to make hitting the bodies easier?
This had my favorite interpretation and execution of the theme of any game I've played so far. The concept is classic and brilliantly done. One thing I would suggest is to make it so you can jump on your old selves. It would make sense since they are physical enough to push the buttons anyway. It would also open up new puzzle possibilities. Occasionally I would die and the game would simply hang, requiring a page refresh. That's the only thing I noticed that felt off though. This was an excellent submission, thank you!
Thanks for playing! Nope, no official ending sequence. Once you get to max mass that's currently the end of the experience. The ship is there to create the possibility of attachment between it and the player. It doesn't do anything but roam around nearby and "observe", but it has the possibility of losing interest and roaming off.
I like where you're headed with this. Keep up the work and if you release an update let me know!! I tried the arrow keys but didn't notice any cannonballs being shot out of my ship, so I just ran past the enemy! I agree with others that the water tile is a bit intense. However, I love the splash effect on the rocks. Wonderful touch.
Wow, I was blown away by this. I did not expect to play it for a straight hour. At first, I thought the game ended when I absorbed the asteroid field, but then there were stars and planets!!! My one concern is that each time I died it was so rage-inducing that I'm sure the people in the next room were slightly concerned... Maybe add in health so a hit isn't an instant kill? Or make the other black holes move a tad slower.
My game is similar in concept to yours, you should check it out!
I like the overall direction this is heading, especially the art style. However, I feel it really needs to be tuned to make it a bit less frustrating. I don't feel that I have much control over whether or not my character takes damage and dies. I think this might partially be because of a lack of mobility. The ghosts seem to one-hit kill each time too, and it's nearly impossible to dodge them. I found myself simply killing the first skeleton on the left and maybe one more before dying and restarting. Letting the player jump higher, move faster, and have some way of killing the ghosts too would make this much more enjoyable.
Keep up the great work and congrats on the submission!
I like that you left room for the player to experiment, and gave us hints (one enemy doesn't deal damage when defending). I had a lot of fun playing through this a few times until I found the winning combination, like solving a puzzle. Great job putting all this together into a cohesive experience! One tip would be to work on the text contrast with the background. Adding text boxes would help with this quite a bit.