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Arthelind

14
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1
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A member registered Jun 15, 2023 · View creator page →

Creator of

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engaging and easy to understand the combos, got echo early on my first playthrough and forgot I did, so for a while I wondered why I wasn't drawing it at all on the second. excellent game. such polished! very game! well made!

quite a frantic land-grab, wasn't quite sure how to select the right resource to spend, button-mashing clicks on count down campfires got me to a pretty big settlement before I accidentally clicked my second monitor and the game closed out. fun but hectic.

also encountered the pit death infinite falling loop, but the visuals are great and rift mechanics are fun and challenging.

love the push and pull, led to some silly "fights" about who was where especially accidentally using your power had no way to release it without firing. fun as a tournament with competing teams of two for time, can't imagine the mayhem if you had more than two of them on screen. gave me pico park vibes. nice job.

first I was annoyed that the monkey would end up rotated, then I learned how to spin the monkey. got stuck at the tip of the same tree as others, seems to be missing a boulder or something. great game

Pleasant and moving, got me wanting them to ski again, oh wait, just re-open! anyway, gave me some good harvest moon 64 vibes. great piece of work.

for a hide and seek game the camera control felt limiting, but other than that nice work. the phosi got caught on the "bus stop" lanterns a few times and the lady left them behind, but on re-try worked fine. I like that you can sneak a few fields of phosi down to the lanterns before letting the melon guy fully talk to you in the second level to get ahead of her rout timing.

intriguing story, the puzzle aspect didn't seem to fit, but the focus it created lent to the surprise hitting better.

pleasant play setup. disappointed I couldn't find a way to clear the board to make something new without removing each one by hand or restarting the game.

This is well done. Great overall level design, the pathing and walls/challenges felt natural to the setting. Character and asset design looked nice and felt cohesive. Progress was handled well. Encountered the act 2 spawn glitch.

great work.

what a great game! The ramping up of the interactive challenge made it easy to follow, hit-timing was clean and or forgiving and the sound design was very nice. The story was moving, both inspiring and emotionally challenging until the beautiful resolution.

seems a fun experience, only tried running around single-player I assume zapping and getting zapped flings the zapped around like when hair-trigger score event happens. The challenge that you slow down when you are charging your zap and the orb and lose charge when you are moving quickly seems like it could lend itself to some fun hectic gameplay.

good storytelling with minimal elements, the intentionality of the drawing apart is poignant, it also makes me think of all the ways people come and go from "those places" in our lives, and how they fill them in companionably and also how they can leave them empty or fill them in the wrong way. I crave a similar story where you try to find the right strips among many, to fill in the missing parts of two overlapping pictures, seeing how they blend when they do.

love the character and level design. the puzzles were engaging, I like the parallel reality vibe.

had the same issues with elements close to the camera blocking gameplay, and the fire puzzle door tree-clipping issue, I assume the trees were supposed to be gone for blue like alongside the thorn vines not just another color (circumvented by standing blue on the top of the slightly lower door-frame and jumping red off her head and over the top wall)

couldn't find a use for the big blue crystals.

I assume going through the door and being returned to the menu is the completion?

Nice work!