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Cedar Street

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A member registered May 21, 2021 · View creator page →

Creator of

Recent community posts

Thank you! Glad to hear you’re enjoying it :)

Very happy to hear that! Thank you so much! :)

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Hi, really glad to hear you’re enjoying the game!

We honestly haven’t been able to figure out why it goes full screen like that yet, but we’re still looking into it and trying to fix it. Sorry about the annoyance it can create, we’ll hopefully fix it very soon.

Edit: This is hopefully fixed now!

Hi! Thank you so much for your kind words and support.

We’re a small team of two (brother and sister) and we’re doing our best to keep improving the game for our players, so your support means a lot.

We’re very happy to hear you’re enjoying the mechanics and the game feel, thank you again! :)

Hi there!

Being able to change the positions of the summoned souls might be a potential addition in the future. Thank you for your feedback!

We currently made some other changes to the demo on the most recent update. It is currently live both here on itch.io and on Steam!

You can find the details about the changes here.

Hope you enjoy the new version!

Hey there, dangoyette!

Your reply was actually one of the most helpful and detailed feedback that we have received, and jumpstarted our process of improving our game further; so thank you very much for that!

We wanted to let you know that we’ve just released an update to our demo, which is currently live both here and on Steam. A couple of changes we made that you mentioned:

  • More than one Light Essence can be present on the map now (3 max, to be exact). We’re hoping that this will make it easier to run into one when traversing the map.
  • Mystericat no longer asks if you want to summon a soul if you’re unable to afford it; and you can see how many Light Essences you’re going to need for the next soul in the Upgrade Tree.

You can check out all of the changes we made in our Devlog if you’re interested.

Thank you again for your interest in our game and we hope you have a great day!

Hello Triple_OOO and thank you for your feedback!

We want to let you know that we’ve always supported the idea that different players may prefer different keys to play a game, and an option to rebind keys in a game is an absolute must. So, if you’re uncomfortable with the default keybindings, you can rebind your keys from the Options menu! You can even set 2 different keybindings for each action!

As for your other concern, we have actually just released a big update with many changes; including Mystericat no longer asking you to summon a soul when you cannot afford it.

You can read about all of the changes in our recent Devlog if you’re interested! Have a great day!

Thank you for your reply, mmmotion!

We have just released an update to the demo with some major and minor changes. Dark Essences can now be collected more easily, and Light Essences are easier to find on the map.

We are hoping that the changes will make the game less difficult and frustrating!

If you’re interested, you can read about all of the changes that we made in our recent Devlog here!

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Hi! First of all, thank you for trying the demo and for your feedback. We just updated the demo with some major changes based on player feedback similar to yours, especially focusing on the Dark Essence mechanics being too punishing and Light Essences being too difficult to find. We’ve detailed the changes on our development log post.

Thank you for your feedback and hope you enjoy the changes made to the demo!

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Hey, thank you for sticking around!

We’re really glad to hear you’re enjoying the game more. We’ve just released a pretty big update based on player feedback including yours, you can read the patch notes in detail on our devlog post if you’d like to see what has changed.

Hope you continue enjoying the game and thank you so much for your feedback and support :)

This is such a fun and creative concept. Normally, I’m not a huge fan of Tetris but your twist on the genre made me play for an hour lol. Good luck with your game!

Thank you for your nice words and thanks for your feedback!

We’ve gotten some similar feedback on the currency mechanic being a bit too difficult. Your suggestion is very helpful on figuring out how we can improve on this.

Thank you again for playing!

Yes oddly enough I found it relaxing haha!

Really really good game! I played for a lot longer than I expected, very polished and well made, congratulations. The only thing that made me get a bit annoyed was how frequently the leprechauns were showing up, maybe I was also bad at the game but it became a bit of a hassle to fight them after a while, maybe the fighting could’ve been more fun. But overall a nice experience, well polished and fun!

I really like the idea of just being a cat that causes EVERYTHING to go wrong. Wasn’t sure what to do after causing chaos in the kitchen, I don’t know if I missed something but couldn’t find any other interactable objects anywhere, and not many rooms to go into. Cool idea!

The visuals look great! Gameplay-wise it can use a little bit of improvement; I wouldn’t want to waste your time reading through the same stuff because the comment below me from “accidentallyc” summed it up perfectly actually.

Good job and good luck!

This game excited me and I think it has really great potential! I love the concept and the characters. The little dragon being our jetpack adds a lot of cuteness and quirkiness to the game, and makes it unique. One of the things I loved the most about this game was the SFX and music, the SFX that plays when you click play really adds some charm to the game, and honestly the music kept me playing for longer than I expected! I also really appreciate that you put a mouse sensitivity option, being able to adjust that is incredibly important. I feel like one thing the game is lacking is a faster pace. I can imagine this game being a lot more fun if we jumped from one obstacle to the other really fast. Another thing could be adding a bit of chaos, maybe some obstacles are not grabbable, or some of them allow you to boost yourself even more! I think if the gameplay aka the grabbing and boosting mechanic was A LOT smoother, and if it was fast paced, this game could be incredible. Well done!

A “kawaii” game indeed, nothing is cuter than cutting your own fingers! Great visuals and polished player feedback with a super simple gameplay loop!

I really liked the protecting the carriage idea for a game like this. The game has potential to be pretty fun if you added some unique mechanics. Maybe the path the carriage is taking has some importance, or the carriage breaks down and needs to be fixed every now and then. Maybe instead of scoring the player by how many seconds they managed to survive, the score could be the distance the carriage has managed to go. I think building the game more around protecting a MOVING carriage instead of the gameplay being basically the same as just defending a tower could be unique.

The theme, the visuals, the audio and the story telling are top-notch! I wish there was more “gameplay” to it :(

Pretty classic shooter game with nice visuals. I can see this game being really fun with random upgrades, maybe even random debuffs, something unique that would set it apart from just any shooter game, something that fits the theme of “nothing can go wrong” and potentially make it more chaotic. I will also admit that I thought I accidentally muted the game before I realized there was actually no SFX or music, those could add a lot to the game, but I fully understand the time constraints. Overall well polished game!

Very cool idea that made me play longer than I should! The visuals and audio are on point!

I see that this is your first game, at least on here. For a first game it has a lot of potential. The horror point and click vibes are pretty spot on, I especially really enjoyed the little random events like hearing glass shatter in the distance, or the generator switching off randomly, really adds to the scary atmosphere. The one big issue I had was the mouse sensitivity while looking around. The sensitivity was so high that it made it really challenging to find my way and it especially made interacting with objects a big hassle. Overall a good effort!

It was a really creative concept and I actually played for a LONG time! The “slot vanishing” mechanic was the highlight of the show if you ask me!

Sorry to hear that you didn’t have time to polish but you should never beat yourself up and more importantly, NEVER SELL YOURSELF SHORT! Even though the graphics were very simple and there’s no sound etc. I actually had a really, REALLY great time playing the game!

In other words, looks don’t matter if the substance is dull. Good job and good luck!

I really liked the idea of shooting each time you move a grid and I actually had a lot of fun spamming the arrow keys for “machine gun mode” haha! I couldn’t really grasp what the random “cards” that we open in the beginning really do, though. Also, as others pointed out, making the player AND the enemies move with each key press would make it more fun and challenging in my opinion.

Good job!

Very fun and simple idea! I think the gameplay could be greatly improved if the exit was a lot further away, the erosion was faster, and the cooldown (as others mentioned) was shorter!

Papers please with ghosts! It was a fun little game with good dialogue and nice humour!

It was a nice little relaxing game and reading the “lessons learned from previous jam” was a fun surprise!

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Very cool idea that can be greatly expanded upon! Managing your ammo to change your speed AND interact with various “scale pads” depending on your weight could be a great mechanic! The pads can offer buffs/debuffs depending on your weight and you can choose to step on them to try your luck. You could also make it so that the player could collect additional stones in order to increase their weight if necessary.

There can also be a mechanic where you “pay” with ammo to open certain chests that give you different power ups etc. and instead of collecting additional ammo, maybe the ammo can regenerate slowly in time.

Good luck!

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A Pico-8 game in the wild, nice! The game was very fun and has a cute art style, and you did a great job in a very limited time.

My only constructive feedback would be to change the sprites of the “hazardous” collectibles. The skull is alright (duh) but the banana really got me confused because you would associate a delicious fruit with something “positive”, not something that removes your HP. With the fast-paced gameplay in play, I kept grabbing bananas because I subconsciously thought they were “good” pickups.

Changing the sprites so that they reflect what they “do” better would be my suggestion like a banana PEEL instead of a full banana for example.

Overall, good job!

It’s a cool idea with a fitting theme! My two cents:

  1. As a person with lots of experience in rhythm games, I couldn’t really sense the leftmost and the middle band members’ “attacks” really syncing with the music, the rightmost one played the main melody and it was fun to dodge, but I struggled a little bit with the other two so I tried to stay on the right side most of the time.
  2. This is a really quick fix; the jump “animation” could be a lot faster, if that makes sense. You would want the player to feel the “snappy” movement with the jumps as well, because right now it is sort of difficult to jump multiple times in sequence.

I loved the art style and the music by the way! Good job!

Extremely polished game with a mechanic similar to ours! The debuffs were pretty clever and very fitting to the robot main character. I especially LOVED the “input delay” and “gun malfunction” debuffs, I don’t think I’ve seen those mechanics anywhere else, ESPECIALLY the input delay which was super annoying but super fun at the same time!

I played the game for way longer than expected, and that should be telling you something!

The voice acting was also spot-on! Good job in everything!

Nice take on the theme! To add to other suggestions, I would also suggest to increase the gravity scale of the player character so they don’t seem like they’re moving on the moon (and maybe add different jump heights based on how long you press the jump button). The music was very enjoyable!

Thank you for your kind words!

That is very pleasing to hear! Thank you!

Oh sorry, I thought I did!

Very unnerving atmosphere and cool idea for a narrative game, although the “gameplay” got a bit repetitive at times and kind of overstayed its welcome. More diverse minigames that require typing, button mashing etc. could make the game a lot more immersive.

Good luck!

Thank you very much! You’re absolutely right about the paths, initially we couldn’t decide on the colours and in the end we just left them as they were. But a colour-blind-friendly colour scheme would be much better.

Yeah unfortunately our artist AND second programmer were sick the whole week so I (first programmer) had to do most of the stuff myself, which is why we couldn’t find enough time to do explosions, animations etc.

Thank you for your kind words!

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Very fun game! I REALLY liked the rotating turret, which in my mind was the main gameplay mechanic! The ship was indeed hard to control haha!

I wanted to ask if making the spaceship thrust with Spacebar was intentional, because the WASD controls don’t really “rotate” the ship (unlike Asteroids for example) but instead they align the ship towards the pressed direction. Therefore, the inclusion of Spacebar felt somewhat “redundant” to me and I think THAT is what makes the ship hard to control. If you ask me, you can either a) make the ship move like in Asteroids or b) get rid of the Spacebar function entirely and just make the ship move with WASD.

Congratulations!