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Barking Games
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Decent game.
Small note: You can control the character with WASD (or arrows), but the ramps require you to use arrows - it would be nice if WASD worked there too. And maybe if you had a bit more time to enter the buttons.
And Ctrl+D creates a bookmark in Chrome, which happened a whole bunch of times while I was playing. It could be good to have Shift as an alternative key.
For what it's worth, one could probably make a basic ASCII-art rendering of a 3D scene in a few hours, using an existing engine like Godot or Unity (at least if one is already familiar with the engine).
If you want to make a game engine because you think that'd be cool or you want to learn how game engines work in detail, fair enough (I had such ambitions too, when I was young, but you're far further along than I ever got).
But if your actual goal is ASCII-art rendering, there are far easier ways.
Nonogram was easy, but I've solved a few hundred or thousand nonogram puzzles in my life, so I wouldn't be able to tell you how that'd be for someone who's never played any. It's the only one of the puzzles where a bunch of people might need to go read the rules before understanding what's going on, which may not be ideal. Sudoku, by comparison, is harder, but you can summarise the rules in like 1 sentence (4x4 Sudoku is not too difficult).
I solved Defuse based on the "code" only, while having no idea what the letters refer to. In hindsight, that's fairly obvious. It's probably fine, but I can also see people having a lot of trouble with it if they aren't great at puzzles.
For the crossword, I'm not great at word puzzles, especially not on a timer. I'm especially bad at thinking of words with 3 adjacent consonants. I tried like 3 letters and then ran out of ideas, so just tried all letters, and the very last letter was the correct one.
Pretty cool game, even if I'm not very good at precision platformers.
It would be nice if returning to a checkpoint also turns the time back. Otherwise, after 1 or 2 deaths, I restore at the checkpoint, but there's no way I can actually finish. There's also no option to quickly restart (you have to quit to the menu).
Also, on the second level, it seems like it's fairly random as to whether you get through the gap at the top after crouching.
It's an impressive effort. But I think it needs some more work before you have something playable.
It may be helpful to keep in mind that you already know what everything on the screen means. But new players have to figure all of that out from scratch. So what you see when you look at the game might be quite different from what new players see, and there's a risk of making something that only makes sense to you.
Interesting idea.
Could do with a bit more balancing. It looks like there's a whole big dungeon, but doing the puzzles and returning back to the hourglass takes too long, so I can only clear the 3 immediately-adjacent rooms before the timer runs out. A simple alternative would be to just have the hourglass on the UI and picking up a blue thing pauses it immediately.
I agree about the reloading: an cool idea, but maybe not quite the correct game for that.
I also can't figure out how to leave the dungeon. I'd think the escape is by the door that closes when the timer runs out, but I tried pressing every key while standing there, and also standing there when the time ran out, and nothing worked. If the escape is somewhere else and you need to find it, that's probably what should close instead, when the timer runs out.
A solid starting point. But needs some graphics and sound (even if you just get that for free from some asset store), and also some general polish to get it a bit beyond the "early prototype" stage.
But yeah, stuff it happens. One doesn't always have as much time as planned, and things take a bit longer than one thought.
Interesting concept.
Could do with a bit of instructions. I thought I soft-locked myself right in the beginning, when I held space for a while, ran out of "stamina" and fell to the ground, unable to recover, until I realised I need to climb up the nearby boulder. Then I got stuck again later when I was hanging from a boulder and tried to climb up the side wall, but couldn't recover stamina, not realising that you can't grow on the side wall (that looks fairly similar to boulders that you can grow on).
It's a bit too easy to move alongside a boulder without being attached to it, so you just randomly start losing stamina. And the camera could be sped up a lot (then again, I'm always turning up mouse sensitivity in games).
An option to mute the music is also always appreciated.
Cool game.
When you have a bunch of lightning mushrooms, the game doesn't seem to ever end (or at least you can just sit idle for quite a while without any enemies getting through).
Also, the html file doesn't work. When you export a game to HTML, upload a zip with all the resulting files, not just the html file itself. You can also then set that file to "will be played in the browser", so it can be played directly on itch.io.
Cute game.
Minor control issue: when you're asked to solve a maths question, you should just be able to type in the numbers. At the moment, you need to click in the text box first. A non-trivial maths question also seems a bit out of place.
And the cat remains "held" even after talking to the cat person.
It would also be useful to have an option to mute the sound / music.
Cool game.
The controls are simple enough, but they're a bit unclear at first. I noticed there was some pop-up text, but I only saw that after have played for a while.
I'd also recommend adding some game over text. The game just seems to stop with no message when you hit a bomb, which confused me at first.
Thanks for checking it out!
In the options, under "Gameplay Tweaks", you can change the horizontal scrolling speed, how often monsters spawn and how quickly the game "levels up" (which makes the game scroll faster and monsters spawn more quickly).
Feel free to let me know if there's any other tweak that you'd like to see, and I'll consider adding that.





