I really enjoyed the art, and the concept was super interesting. I think there needs to be a bit of rebalancing. I think the tester was a touch too expensive. Some intense music in the background would have helped sell the fast-paced, intense environment. Getting items from the slots as well as money was also really clever, giving players things they wouldn't otherwise purchase and maybe occasionally getting bad luck and getting something they don't want while waiting for money.
andrewcsmith03
Creator of
Recent community posts
This game is amazing! A huge improvement on the typical pong-like. Being able to control the speed at which you hit the ball adds so much more strategy to the game. Of course I'm terrible at it, but still. I wish the power-ups were more direct (i.e. maybe the ability to hold the ball for up to 0.5 seconds or a dash). That would add a lot more strategy on when to use them.
This game is amazing! A huge improvement on the typical pong-like. Being able to control the speed at which you hit the ball adds so much more strategy to the game. Of course I'm terrible at it, but still. I wish the power-ups were more direct (i.e. maybe the ability to hold the ball for up to 0.5 seconds or a dash). That would add a lot more strategy on when to use them.
Really well done! Calling it an idle game is a bit inaccurate; incremental would be a better descriptor. The art was really well done, and each upgrade felt noticeably better than the last, which is great. I thought the speed-up 1 could have been the base speed, though. I didn't expect myself to beat this, but the sound effects and upgrades kept me hooked! I think it could have used some music. I was also a bit bummed I didn't get to max out every stat before escaping.
Really well done! Calling it an idle game is a bit inaccurate; incremental would be a better descriptor. The art was really well done, and each upgrade felt noticeably better than the last, which is great. I thought the speed-up 1 could have been the base speed, though. I didn't expect myself to beat this, but the sound effects and upgrades kept me hooked! I think it could have used some music. I was also a bit bummed I didn't get to max out every stat before escaping.
The concept is very interesting, and it's nice to see a non-relaxing twist on the counting sheep format. The sheep flipping over the fence was really fun. I felt like the game was a bit too overstimulating (I could tell it was supposed to be overstimulating; I just think it was a bit overdone) with the constant blinking and beeping. Definitely a fun gameplay loop though!
The concept is very interesting, and it's nice to see a non-relaxing twist on the counting sheep format. The sheep flipping over the fence was really fun. I felt like the game was a bit too overstimulating (I could tell it was supposed to be overstimulating; I just think it was a bit overdone) with the constant blinking and beeping. Definitely a fun gameplay loop though!
Definitely a unique interpretation of the prompt lol. The art was really well done, although the z-ordering was a bit buggy at times. The way the arm moved was nice; however, I thought the game could have been a bit more forgiving. It was a bit too difficult to catch the chicken, and the stuffing hitbox was pretty small. The music was also such an earworm; I'll be singing that in my head for weeks.
Definitely a unique interpretation of the prompt lol. The art was really well done, although the z-ordering was a bit buggy at times. The way the arm moved was nice; however, I thought the game could have been a bit more forgiving. It was a bit too difficult to catch the chicken, and the stuffing hitbox was pretty small. The music was also such an earworm; I'll be singing that in my head for weeks.
The art direction in this game is absolutely stunning; every prop looks really good, and the movement feels very satisfying. It's a bit finicky when dragging it down to the bottom. I also think it would feel a bit more satisfying/difficult if there was a second after the time ran out to resolve physics. I also received scores above 100% and am curious how you calculated the percentages.
I've seen a couple games with this concept (Build the rocket on a time frame), but you definitely added something unique with the physics-based pulling of parts. Struggling to build a stable rocket while having to slap together scrap parts is really interesting. I was a bit frustrated losing parts if they weren't connected, and the fact that clicking on a connected part reset it, rather than just letting me pick it back up. That being said, adding a simple restart button so you don't have to watch the full launch before trying again would help this a lot, and the art style is super unique.
I've seen a couple games with this concept (Build the rocket on a time frame), but you definitely added something unique with the physics-based pulling of parts. Struggling to build a stable rocket while having to slap together scrap parts is really interesting. I was a bit frustrated losing parts if they weren't connected, and the fact that clicking on a connected part reset it, rather than just letting me pick it back up. That being said, adding a simple restart button so you don't have to watch the full launch before trying again would help this a lot, and the art style is super unique.
The core concept is interesting, and the car controls well. I really like the ability to switch to an isometric view, but it's a bit buggy visually, and the music and UI don't move with the camera. I am curious as to why you chose a cherry asset as opposed to something a bit more obvious like a fuel can?
The core concept is interesting, and the car controls well. I really like the ability to switch to an isometric view, but it's a bit buggy visually, and the music and UI don't move with the camera. I am curious as to why you chose a cherry asset as opposed to something a bit more obvious like a fuel can?
I appreciate the feedback! We spent quite a bit of time trying to nail down the difficulty. Of course that came with the issue of us playing the game a lot making it a bit easier for us than it would be for a new player. Our goal was to have the average round last around 30 seconds to encourage fast paced gameplay and low friction to replay. I do think there could have been more fuel near by at the start of the game, just to get the ball rolling a bit.
The movement mechanic is very fun to use and is reminiscent of the old Windows screensaver, which captures the liminal feel very well. I did think it was a bit too snappy, and felt myself getting a little nauseous from it. Maybe slowing down the turning a bit and adding a lerp/tween for moving from tile to tile would help. The soundscape felt good for the liminal horror you were going for, but I also think there could have been more immediate feedback from the entity hunting you.















