As a fellow friend of fish fun, I could not resist the challenge. Best record of 53 after many attempts, the goal is just ever out of reach.
Great fun, love the music, love the style!
I love the idea, it's a unique application of the sliding block puzzle that gets you thinking way more broadly.
The art is excellent; even with a very small character you're supporting, you can still read everything very clearly (and even get a bit of a sense of personality from the little one!)
I'd love to see a speed-up function, as there were a few moments where I had to reset a stage and wait for my character to get back up to where I got to last time.
Good bit of fun, and I'm always in support of feeding a hungry frog!
Love the style, the visuals are clean and easy to take in; you've nailed the speed of the incoming bugs to ensure they remain readable while moving at a decent speed.
I'd love to see some more restriction placed on how often you can eat, as you can currently survive forever by spamming at a fixed location. You could support this reduced speed with maybe a power-up of some kind on cooldown (like freeze the bugs or allowing rapid-fire for a few seconds).
I'm extremely impressed you were able to put together such quality assets, code the game and write dialogue for a narrative in such a short time limit! Some solid co-ordination right there!
The game looks great, always a delight to see a unique art style coming through. The demon hand first showing up is a great surprise, and it's well supported by the visuals.
Interesting idea, always keen to see any developments in the gameplay-around-combat kinda area.
UI is very readable and easy to understand, great use of font size and positioning to assist the player.
My game seemed to crash after a bit, but I can see there's a few reports of this; would be great to see what lies further in without the crash!
Been wanting to play a good be-the-zombie-horde game for a long while, so thanks for taking on an interesting idea!
I like the increasing effectiveness as your horde grows, but I'd love if the early game was a little more difficult and required some planning - it's pretty easy to start the snowball up.
I'm extremely impressed with how many complex puzzles you were able to design in such a short time limit. There's some excellent eureka moments, and some surprising unlocks too. Got as far adding a new dimension to my experience, which opened so many doors. Particularly impressed by the fact it's not just a linear journey.
The movement can be difficult to track, I'd love to see some more contrast between the game elements and the background, and some indication of movement to help bring it together.
I love the idea; you've introduced some nice wrinkles into making this challenging and interesting. I like the slippiness of the camera; I can feel my cameraperson stopping and desperately trying to turn around.
Great art style, I love that the overall color scheme changes on each refresh - this kept me wanting to try again and again.
I'm not sure if this is a pre-recorded movement or if it's an AI, but I'd like to see some variation on how it approaches the stage (either a few different recordings or having the AI have some coin-flip decisions). I like this game as a reactionary experience, but currently I feel like I should just be working on memorizing it's route.
While I'm not surprised to see a pacman reversal, I am absolutely blown away by the idea on execution. I love this mini-RTS approach, and how much the pellets and power pellets communicate on your hunt. Giving each ghost unique sight and movement only solidifies this really excellent experience.
I would recommend putting a limit on the frequency of pauses; I did find a cheese-solution in just spamming the pause button to give me near perfect responses to pacman's movements. Either a pause cooldown or a limited resource pool of pauses would go a long way.
Fun idea, hilarious execution. Movement is well balanced, and I like the steady, inevitable end that is snake.
Just short of 350k, and I feel like the best plan is to grow it as long as possible and then detonate it - this guarantees your death, but it's worth a lot of points.
I'd love to see a way to give a benefit to a gameplay style that detonates snake sooner (maybe you need to survive for a few seconds after detonation to get the points.)
Hilarious! Some excellent laughs in there, and an art style that really matches the vibes you're going for here.
Love the mini-games: simple, but enough diversity to carry the full experience.
The Diary Writing game didn't work for me; I tried to push buttons on the keyboard, but nothing I pushed was responding. As a result, I did lose Goblina, but I grew as a goblin from the experience.
Very addictive game, I love it! High score 398, pretty pleased with that.
Love the advancements; was smashing the first stage and like "Too Easy" but then each subsequent stage brought me new surprises and stress.
Love the style, very clean - was able to track the stage, myself, the snake and even my mini-pellets really easily.
Nothing I would change here! Honestly, I'll probably stop back later to try for a better score.
I adored this entire experience. Absolutely delighted with this from start to finish.
Great puzzle design, with multiple eureka moments from start to credits.
Artwork complements the tone perfectly, and the writing got more than a couple laughs out of me.
Absolutely smashed the whole package out of the park.
Thanks for the feedback! I'll need to have a word with the red fish and let it know to stop hogging the spotlight, definitely a shared opinion.
I love the idea of some larger levels with a diverse range of obstacles that forces the player to switch fish; I don't think there's any need to use metamorphafish currently.
Thanks for the detailed feedback! I'm delighted to hear you were getting a laugh out of it! Getting to the Green Fish is a solid chunk of progress!
Thanks for the feedback, definitely agree I need to make the other fish more appealing (or introduce the Red Fish later?) I did have to adjust physics for all the fish moving from Unity to WebGL, and I suspect the Green Fish didn't make the transition successfully and need fixing.
Very important to hear that dead fish are currently being a real obstacle! Thought it would be funny having the fish bumping off each other, but not if it's at the cost of the experience!
I absolutely adored this experience. Highlights were the first time I got told I "scared someone to death" and the smiling face of my buddy when I turned on the light for him.
Love the art and sound, it's all spot on for the classic 'horror indie' title, which makes the spin that much better.
The puzzles themselves are clever, and there's some great conveyance going on here to help you understand your objective and learn new game elements.
Delighted!
You absolutely nailed the feeling you were going for, being a little bird just terrified of this swarm of photography influencers. Managed to get through with 13 snaps; was on a good run but the last journey I got cornered.
Love the art style, and the decision to represent the people as cameras. The big grey rectangles felt monstrous to my tiny bird friend.
I would love to see a little bit of additional interaction; you've nailed the movement speed for the feel you're going for, but could maybe 'flee' back to the nest, costing me my progress but saving me getting snapped. Or maybe a stand-still nestle into the ground (like hiding in the grass).
Good bit of fun, definitely nailed the feeling of cat movement. High score of 1140, could not get higher than that if I tried!
I love the animation behind every moment in here, especially sitting up on shelves.
I'd love to see some further interaction possible for the cat; maybe a basic 'swipe' that knocks back mice directly in front of you on a cooldown.
Love the comedy in here, especially the falling obstacles! Kept me wanting to go on to see what would happen next.
I like the feeling of weight behind the boulder, especially crushing all the scattered items. I would love to see the boulder gain speed over time, to emphasize this weight better.
I'd also recommend reducing the screen shake on every jump (maybe have it shake to a degree based on the fall distance, so big jumps get a big shake, but regular jumps don't disrupt the player as much.)
Really neat puzzle game, love how unique this is and the fun of mixing and matching different combinations. Best part of a game like this is finding a new thing to swap limbs with and having that moment of 'what does this do!?'
Art style works well with the design, and it was always hilarious to send off my friendly wheeled-frog on a journey.
I'd love to see the physics interactions touched up a bit, and maybe some tweaking to the frog legs to make them a little more enjoyable to use, maybe faster movement or additional control over therem? (Having to repeat a level with any frog-leg bits could get frustrating!)
I love the concept and would be awesome to see this further developed. I think the idea could easily carry a full game, it's a good bit of fun.
Love the character and vibe of the world here, although the font is difficult to read and would be particularly challenging for anyone who struggles with reading. I'd recommend using this font for menu purposes only, but use a more reader-friendly font for dialogue.
I could be bad at it, but I struggle to get past the first wave consistently. I love the theme this brings (big bad hero, very good at squishing little ones), but I'd love to see the ones I'm not controlling have a touch more survivability. I tend to find them all dead shortly after they appear.
Good fun, and absolutely frantic. High score of 62 seconds before it all got too much for me. The first basketball explosion literally made me jump and I loved it.
Slow-down power is well implemented; always appreciated it, and it's gradual dip in and dip out makes this flow naturally.
Honestly not a lot I'd add to this one, maybe some additional power-ups to keep some variety as things go along?
I love the style you've gone for, and the decision to go for a ghostly theme (both gives a good reason for the flight while portraying that idea of being an 'enemy'). Also the ghost is adorable.
Gameplay is simple, but very responsive and clean. Definitely ramps up in the third level, but still felt like every death was my own misjudgement.
I'd love to see the Tetris theme brought in more, perhaps have the blocks build up at the bottom of the screen and delete rows? Could add some growing tension as the screen fills.