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aahedden

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A member registered Sep 16, 2021

Recent community posts

Great game!  Feels pretty tough at first but it's fun gradually learning what works and what doesn't.   The upgrade system gives a nice amount of depth without getting too complicated.

I finally beat the game with a multi-carrot / splash build.  I might try to come back and see if I can win with some alternate upgrade path like ring-of-fire or pure speed/damage with no special effects.

Nice game, simple but fun and nicely polished as usual.  The B side was pretty challenging for me!  It might be fun to have a hop count so you could try to get through each level with as few hops as possible.

When I collected all the hearts I had an option to go back for 100% completion.

Hey Sylvie, did you know you can complete "Cat Planet" all the way to the second-to-last screen without ever using the right arrow key?  Try it!

Wonderful metroidvania!  I loved the carefully crafted level design and how each ability felt like a fun surprise.  The rich environments were great too.

I liked the little bits of story sprinkled throughout but I was a little confused about what happened at the end of the game.

Beautiful visuals but I think the gameplay was too simplistic.  It would be nice to have some indicator if you've collected all the fruits so you know if you've missed something before ending the level.

It was fun to see a game about a maned wolf.  I've seen this animal in a zoo before and they really look like some sort of dream creature.  They have a pungent smell like a skunk.

Very impressive for a 48-hour game!  More of an action game than puzzle I would say, it was never hard to figure out what you were supposed to do but some of the levels took me a few tries to get the fast mouse movements right.

Excellent design and execution!  Just an all-around great experience.  Getting all the gems was a good challenge for me.

Does knocking that other bear down have any effect or is it just a little easter egg?

On my first playthrough the person who wants you to deliver a letter did not give me any package, so I couldn't get past 90%.

On my second playthrough, I knocked on the door where you start last of all, and the person told me I had already received a package, but he gave me a part anyway and at the same time the house to the left also gave me another part.  So I got the generator to 110%.  Luckily  I was still able to see the good ending so I didn't have to play through a third time.

Nice atmosphere but not very fun gameplay.

I liked the look of this game but it was kinda tedious to find all the ducklings with how much empty space there is on the map.

Yes, I completed the game... I think.  I reached Mount Hop and started collecting story pieces, and then after it said there was no one left, it went to the "Do not despair" screen and reset the game.

Overall, this was an interesting idea and I was sufficiently intrigued to finish the game, but it was a long grind.  The world is much too big for the amount of content, and most of it is just drab, empty areas.  Finding the first few powerups can take forever and it's easy to get lost since everything looks so similar.  Towards the endgame it gets easier to navigate but then it just feels like a slog to collect all the map coins.

Perma-death forces you to play cautiously but this also leads to a kinda boring playstyle.  Any fancy maneuvers you can do with the powerups are just not worth the risk.  However there are a few sections that are dangerous to navigate even with all the powerups, so you might spend hours slowly crawling around the world only to die in an instant from a single fumble.  All of this can lead to a pretty frustrating experience which I think would deter most players from completing the game.

I also experienced a few issues which made the game more stressful:

  • The game randomly hangs for a few seconds at random times, for no apparent reason.  This could end a run if it happened at the wrong moment.
  • If you press down while standing at a vending machine you can fall through solid floor and die.   I also fell through walls a few times when using the rope gun or even just jumping downward through platforms in a narrow vertical tunnel.
  • The rope gun is unpredictable when used in any way other than moving straight upward.
  • I was unable to jump while pressing up + left/right on a ladder (possibly due to keyboard ghosting?), this can cause the player to fall when trying to jump between horizontal ladder sections.
  • Sometimes when moving upward between rooms using the rope gun, the rope would disconnect and I would fall back down to the previous screen.
  • Sometimes holding space with the double jump powerup would lead to a sort of wiggle-jump that went further than two normal jumps, but this was not predictable.  Other times it seemed like the double jump did not work at all e.g.  when trying to break out of a fall just before hitting the ground.

If I could suggest some improvements, I would make the world smaller and add a mechanism like map markers or a compass to help find the remaining items.  (I know there's the ancient map scroll but I only found it on a single run out of all my attempts, so not a reliable help and occurs too late in the game.)  It would also be nice to add some more variety to the visuals or add some random things to find throughout the world to liven things up a bit -- for example a special room layout, an optional powerup or item, or just an interesting visual that appears on a small percentage of runs.

In the end, the idea of a procedurally-generated exploration platformer is pretty neat and I'm impressed how far you were able to develop that idea, it just needs a little more polish to make it a really fun and engaging experience.

Great game! You definitely captured the feel of old metroidvania games with the unforgiving difficulty and precise level design. I really liked how the player could not attack, I think this made the game more interesting.

A few minor critiques:

- I don't think the blur effect added much to the experience, I turned it off right away.

- I didn't like having to hold down the z key constantly to get the faster movement speed.

- The scroll hints felt unnecessary; the player can find everything through careful observation.

- Trying to get the cross over the lava and having to wait for the elevator ride after each death was pretty annoying.

Wonderful game!  I love how the world gradually opens up as you gain abilities, and the treasure indicator was nice to satisfy my completionism towards the end.  I felt like it was a little on the easy side overall, but still quite a fun experience!

Great job!  Controls feel great, decent level of challenge, and super fun art style!  The game length feels good for a casual experience, but there's also potential to expand into a longer game with more complex challenges if you wanted.

One thing I would've liked were some puzzle elements where it takes some thinking to figure out how to complete the challenge, in addition to skillful execution.

Nice job, I really liked the boss battles.  The final boss was pretty challenging for me. However the non-boss sections felt pretty easy and not too interesting.  I would've liked some more tricky platforming/fighting sections between bosses to round out the experience, this would also fit well with the themes expressed in the ending.

Woah, this was pretty hard!  I had some issues with mouse wheel in browser, but Q/E were hard to use while moving and seemed to be reversed from what I expected.  If you want to make some post-jam improvements maybe you could make it so the gun rotates based on how you wave it around.

Nice!  That last level definitely took a while to complete.  There's potential for more levels but the current length feels pretty satisfying without being too strenuous.

Nice exploration-puzzle game! The puzzles were a bit on the easy side for someone familiar with this genre, but not bad overall.

The only thing I really got stuck on was finding the gold key, finally had to check the video for that one. As far as I know there wasn't any in-game clue that I should bring that item to that character, since another character already provided some of the information needed.

I think the inventory should show a name for each item, as it wasn't entirely obvious for some items. But I liked how you integrated hints into the character dialogues.

I wish there were a way to speed up the dialogue without accidentally skipping it, there were a few lines I missed because of this.

The last part of the game felt both a little rushed and overly drawn-out. I think a last series of puzzles to get the gold orb would be more satisfying. The final scene felt a bit too wordy but it was a fun idea to "break the fourth wall" like that.

Nice game!  For me, the game was hardest near the beginning when the character was weak and I was still getting used to the controls.  The mechanics felt somewhat clunky, but I kind of got used to it after a while.  The graphics and setting added zest to the experience, and I liked by how the map design l a sense of exploration even within the game's small scale.  The overall game length felt good for playing in a single sitting, which a satisfying level of challenge.  Having a gauntlet of regular enemies as the final boss battle was kind of disappointing, but I guess that's because this was made in a limited amount of time for a game jam.

I never played the original game this is based on so I don't whether it successfully captured the spirit of the original, but I think this game stands on its own as a nice bite-sized action-platformer.

Nice work!  I liked how you combined the puzzle and exploration/metroidvania elements.  The different mechanics worked well together and the level design did a good job of teaching the player about each element through progressively harder puzzles.  The optional logs provided a nice extra challenge.

In my playthrough, I reached the exit early and then had to do a lot of backtracking to complete the map and find all the logs.  I like that you gave the player a chance to go back for 100% completion instead of starting over from the beginning, but it felt a little tedious to wander around trying to figure out what I missed.  I think this could be improved by adding map indicators for unsolved puzzles and inter-room connections.

TRAINBOW community · Created a new topic Comments
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Great game!  I loved the highly original, simple yet nuanced mechanics and the combination of tactics and skill required to beat the levels.  The visual design made good use of simple elements to create a clean, consistent aesthetic.  I liked how the color progression was echoed across elements to tie the visuals together.  The zany story and "bouncy" text also contributed to the enjoyment and gave it a fun retro feel.

A couple of critiques/suggestions.

* I would have liked a visual indicator for teleporter activation, such as a "charging" animation to telegraph when teleportation would occur.

* The delay after dying, completing a level, etc. felt too sluggish.  This was particularly noticeable on more difficult levels where the long reset delay added to the frustration of each unsuccessful attempt.

* The "tips" after failing a level sometimes felt a bit obvious and patronizing, especially after repeated failures.  Maybe you could have an option to turn them off or only show them on the first failure.

* The boss battle felt a little lackluster.  In terms of gameplay, the scrolling mechanic just felt less fun than the regular levels.  It seemed like there wasn't as much strategy and it was just all about memorizing the layout and keeping ahead of the wall of death.  Visually, I think the level would benefit from some extra visual embellishment to set it apart from the regular levels.  The villain also lacked visual interest and characterization, which felt like a missed opportunity.

I get that frustration is part of the game, but it felt like it took the "joke" too far, especially in a couple of places with a long tedious section followed by one really tricky jump.

I finally finished with a time of 24:13.17, plus 6-7 hours I spent before that in previous play sessions.  Of the total time I think the first 2 hours were spent getting to the trash can robot thing, the next 5 hours making virtually no progress on the middle section, then when I finally figured out how to reliably get to the "!" sign area, the final section took only 5-10 minutes on the first try.

I saw on the stream that there are some collectibles and stuff but I don't care enough to try to 100% this.

I like the movement mechanics and overall difficulty level, but I didn't like how falling down from later sections sends you back to near the beginning.  It's just a cheap way to extend the length by making you repeat the same sections over and over.

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Wonderful art style, animation, and environmental storytelling!  Reminds me of the classic "Another World".  Definitely a lot of potential here, it would be great to see the worldbuilding and plot developed further along with more gameplay content.

As for the gameplay, it felt like a comfortable balance between action and puzzle elements.  The world was so interesting I would've liked more opportunities for exploration and side paths, but I understand there's limited space for that in a demo/prototype.

The weakest aspect was the platforming mechanics, which felt pretty stiff and clunky at times.  Sequences like sliding down the walls with traps, or jumping on platforms over lava, felt more tedious than fun.  I think you might be able to tune the controls a little for smoother movement, but you could also just avoid level designs involving precise platforming as that doesn't seem to be what the game is really "about" anyway.

Cool, the pause menu sounds like a great improvement!  I finally managed to beat the game the day after commenting.

Bravo!  Not too hard but some of the opponents took a few tries.  I really liked the upbeat tone!

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Nice little game!  I had some difficulties with moving the mouse out of bounds.  Also I noticed a bug -- if you are mid-drag when you die, the game keeps the drag state when you respawn.

Nice concept, simple but fun.  However I found it frustrating how the later game depends a lot on where the eggs appear.  Some locations like the barn corner are basically unwinnable when there are a large number of chickens on the map.

Also I couldn't figure out how to reset the game, so I kept having to reload the page to start over.

I managed to get to 12 eggs but was not able to escape.

Hint: Think about negative space

Nice!  Really fun mechanics, cute visuals, and a nice level of challenge.

I found the easiest way to get through the spike areas was by button-mashing, don't know if that was the intended way to do that.

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Pretty fun game, I love the core idea but I think it needs either more content or fewer levels.

Most levels can be completed without losing any passengers just by going slowly and coasting to conserve fuel, which is kind of boring.

Is there actually an ending or are the levels procedurally generated forever?  I got bored and quit after level 30.

Fun little game! I liked the polished presentation and nice tight controls. The difficulty curve felt pretty steep at the beginning but then it kind of leveled off.

One thing that kept tripping me up was that I kept mixing up the tap / hold X actions; I intuitively expected them to be the opposite for some reason.

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Nice!  I liked the whimsical art style, and the aiming controls presented a nice challenge.  I wasn't clear about what the cats do, if anything.

I only made it to the second stage so far, but I'll try again later and see if I can complete the whole game.

Edit: Beat the game!  5159 enemies killed, 5216 sushi, no continues.

Also, I ran into a bug -- pressing the 'esc' key in the browser causes the game to freeze.

Nice job on the weird aesthetics and overall concept.  I agree with other commenters that the game felt a bit too long -- I think you could have achieved your artistic ends with a somewhat shorter experience.  Some of the extended jumping sequences felt repetitive and tedious, especially if you miss a jump and have to start over from the beginning.

One possible bug I found was that I was missing 10 points in  "The Beach" but I had 10 extra points above the maximum in "The Waters".

Great execution!  I love the combination of puzzle and skill-based elements, and the difficulty level feels just right.

Wow!  Love the unique mechanics and the art style.

I expected swinging / momentum to play a greater role, but it seemed like most areas could be traversed by carefully aiming and grabbing one step at a time.  If you wanted to make things even more difficult it might be fun to have some areas where the player has to build up momentum, fling themselves through the air, and grab onto things while jumping/falling.

Oof, I'm really bad at first-person 3D platforming.  The horizontal jumping wasn't too hard, but I had a really tough time with the upward and downward sections.

Great little platformer!  100 deaths is actually a good limit, it feels like a lot at first but towards the end I started to feel a bit nervous about it.  I finished in 36:09:44 with 818 coins, 80 deaths, and 16/16 spiders.  What's the max number of coins?

Great visuals & gameplay!  Really captures the feel of original NES games like Castlevania with the carefully crafted enemy and level design and the tough-but-fair difficulty.

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Круто!  Мне понравился художественный стиль. Это очень впечатляет для сделанной за 48 часов игры.