Wow. I dare to say those cars' sprites are Retro City Rampage tier.
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Besides, I ended my first playthrough with 3 spare medals. Are they extra, or there is a thing to spend them on?
Also, when I did a quick replay, I gave away the box first and I couldn't return the jewelery.
Mentioning Final Fantasy is as meta as the game itself.
First of all, I think you should include some epilepsy warning. It had no dramatic effect on me, but I can imagine people having problems with it. Only the skulls gave me a terrifying jumpscares.
I like the mechanical simplicity of the gameplay. You move on a grid, some tiles teleport you, some tiles change if you use an item next to them, some tiles make a dialogue appear, sometimes several depending on the held item. For me this is very adorable.
The visuals are lovely. Pixelart looks very good, and areas have distinct aesthetics. Character style and animation is very reminiscent of Final Fantasy on NES. There is only one melody, but its slightly varying arrangement makes a fine background for the adventure.
The puzzles were a joy to solve. World exploring has numerous obvious references to the first Legend of Zelda. Clues you gain from signs and NPCs are clear and useful, however it is sometimes possible to get a solution by chance before seeing the clue.
The titular Meta element is very striking. It raises a topic I like to think about from time to time. Personally, I didn't like the conclusion, nevertheless I find it rather good.
What a charming survival horror.
By the first glance, this game reminded me Emoji Simulator by NCase, or Tiny Islands by David King. Indeed it has a lot of cellular automaton vibe.
On the complimentary side, I really enjoyed the minimalist aesthetics and economical with variables. Tiles evolve in mostly scripted manner which allows for quick understanding and intentionality.
It was also thrilling when the lightnings stroke and turned the gameplay upside down.
On the feedback side, I wish you followed the example of the latter and explained how some mechanics work, like which house will be occupied after reproduction, or how soil fertility will change based on surrounding tiles, or when will the wildfires start and which tiles will set on fire.
Overall, it's a pretty simple, very fun and addicting game.
I haven't seen such brilliant line since the dialogue before the final battle in Guacamelee 2.
Great game. It really made me feel. Feel joy, feel guilt...
It was a simple, yet significant twist how long the adventure actually was.
Fantastic game over the Sokoban formula.
The aesthetics work really well to enjoy the game much more with the cute bouncy graphics, calm music, and snappy movement.
My only wish would be for more possibility space. Solutions were often about doing the only possible thing. Like Hanoi Towers. In that manner, I respect very much level 16. This one stumped me like none other.
The game is okay. Perhaps if you have added mouse control, the game would feel more dynamic.
I don't see much "roll" however, unless you meant the whole planet. And what's even evolving here?
Very interesting game. It's the second one I saw so far which crams RPG-like gameplay in 3x3 space.
I find it really curious how taking place of an object in practice make it replaced by another, fixed object.
I even wanted to record the ending of the game, but due to some difficulties I have just a photo.
Gameplay is almost non-existent, but graphics are pretty nice.
I look forward to see more of yours.
Amazing game. I love the mirror and digging out of the cell. However I see a problem with "I'm your father, the King". I doesn't sound very natural for me. Also, the Human Feast scene looks a bit flat, compared to the rest of the grahics.