Really fun game! I'll be waiting for the inevitable Frankenstein sequel.
Anter
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Really cool little thing! Although there isn't much to do yet, what is there is extremely polished. The bug sfx are especially icky with all that panning (they made me feel uneasy lol). The ambient lights and pixel art look nice, and exploring all the endings was also fun to do. You should keep working on it. Maybe add some more threats, dead ends, etc. it has potential to be a nice horror game!
Cute little game! Making the boss flash white for around two frames works wonders for giving feedback to the player, it doesn't take too long to implement and affects a lot of how the game feels. Screenshake when the boss attacks, sound effects, etc. all add up to make the game more juicy, which is a core part of these types of games. The art is cool, I especially liked my moth friends!
Pretty cool little game! I played with keyboard and mouse, and know that's not the intended way but I don't have a controller. I think the sword range could be shown a little better, as it's hard to tell how far it will reach. The sword swing has a lot of startup frames and cancels itself when spammed. That's cool for forcing a more methodical approach, but having it cancel into itself feels sort of clunky. I think the idea has lots of potential and would love to play it once the keyboard+mouse input is fixed!
The idea was a roguelike where the upgrades that you get are permanent, but if that's the case then getting to the end was inevitable, which is why I thought about a timer that forces you to play fast... Eventually we stirred in the "losing saves" idea. At the moment I didn't think of it, but after making it, yeah it loses a bit of theme relevance. Thanks for playing!
Hey! Thanks for playing :D. It's actually not impossible to beat the game on the first attempt after getting used to the enemies (and realizing that the bazooka is overpowered) but yeah it's intentionally really hard so people lose on their first attempts. Getting the game balanced is something I only got to do on the last day so it's definitely not its strongest poing. Glad you liked it nonetheless!
Lol. Oops. Thanks for playing! And yeah, we're aware of that bug and already fixed it. We'll update the game once the jam is over. Turns out HTML5 doesn't like it when you use a floating point as the index for an array, and GameMaker considers image_index (the frame of the current animation) as a floating point. I thought it was an integer. We did all of that just so the propeller hat moves up and down when you're walking, that's why it happens on that level specifically. Just as a fun fact I guess lol. Thanks again for trying out our game :D
Pretty fun! Being able to just switch poles independently and whenever you want is what makes this game interesting, in my opinion. It's a shame there's so few levels, even more when there's so many possible mechanics to explore that would add depth to the whole puzzle aspect of the game, like magnetic walls and whatnot. Still, very neat concept, execution, and graphics :D
Hey! Thank you for playing. Yeah, I agree about the theme. It initially was about a power-ranger style robot where each part had its own consciousness and gave the "whole" (a mix of all the different robots) a new ability. That made total sense with the theme. But constraints are necessary and each one of them made the game slowly drift into something more manageable (although we didn't make nearly as many levels as we wanted to) but less fitting. The game is much shorter than we wanted it to be, and there's even a module that's implemented but not used. We'll probably update this to make it play better on browser, as well as adding a bunch of levels and modules once the jam is over. I'm glad you still liked it!