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CheeseOnCheese

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A member registered Jun 10, 2020 · View creator page →

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That's interesting, thanks for trying! If you don't mind, could you let me know which browser and version of macOS you're on?

Thanks so much for the playtest! The lag wasn't an issue as I could hear the audio pretty clearly, and was generally able to keep up with which puzzle you were playing. I'll check out the NEO keyboard issues now that I'm aware of it, thanks! I'm assuming that if we had arrow key support, those would have been OK? Unfortunately there were a few reported bugs with arrow keys so I temporarily disabled them

Thanks a bunch for the playtest recording! We've added a reset button and a widget showing the snake order since you played. We also added a hint system, but I think it needs a different approach after seeing some other players use it. Anyways, thanks, those were some good suggestions!

Thanks for the playtest! A lot of helpful insights in there, and it was fun seeing you have a few a-ha moments. As far as the last puzzle (2-8), I've stumped myself quite a few times trying to solve it when verifying builds, I find it very frustrating!. For one of the puzzles, you came up with a novel solution I didn't even know was possible! Really nice to see you return to 1-6 to complete it with your new knowledge, 1-6 was too hard and out of sequence, so we've recently shifted it around.

We have recently added a hint system, and more or less implemented the color sequence things you had proposed, so it was nice to hear some of those reinforcing comments. Based on your session, I've got a few direct notes to focus on early game onboarding and getting some more level/theme variety

Anyways, thanks again, very helpful info

Here's a playtest for you! As I mentioned in the video, I don't often play pure incremental games, so I may not be the target demo. If I had a magic want, I would wish for a boom or bust mechanic, where I have the decision to stop a round and retain extra points. Great UX/UI implementation!

This isn't necessarily my genre, but I had fun trying to solve the first mystery. I ultimately couldn't figure out how to proceed. Anyways, tried my best to summarize my feedback at the end

Playtest for you, tried to summarize my feedback at the end. Happy to playtest more puzzles for you in the future

Really enjoyed the simplicity of this game, with the focus on getting into the action. I particularly liked the aiming system, with headshot mechanic. It'd be cool to see more depth to the melee combat in the future - some kind of push/block/kick attack, weak/heavy attacks, etc. I'd also more items and traps to interact with, along with some kind of combo system.
Really fun experience! Here's a playtest video

What a strange little game this is! My biggest points of confusion revolved around not understanding the 0->1 speed threshold affecting some kind of randomness level, perhaps some additional UI could communicate that more? The design/sound is cool, but the tone increasing/decreasing was driving me nuts! I love seeing wacky stuff like this, thanks for sharing the cool idea

Thanks! We have a hint system in the works, but if you wanted any hints just lemme know - we also have a skip button if that helps.

1-6 seems to be a theme in how difficult it is compared to the other intro levels, we'll certainly consider moving it around in the future!

Thanks again!

snakebird is certainly an inspiration! Noted about the difficulty spikes, will consider that when reworking onboarding in the future, thanks!

Thanks for the feedback, this was very helpful! I was able to push an update today which removes keyboard arrows (not sure what their deal is), and fixed the looping music!

The game is definitely intended to be played with keyboard, but for now we're gonna just support the normal WASD until the arrow issue is fixed. I think this is a better way to play anyways, since you will have quick access to undo/redo (Q and E). We also enabled press & hold for keyboard/gamepad to speed things up. 
I think the click and drag is a great idea, it will just take a little longer to implement. The game design ideas are wonderful, but we might hold off until the playtest is over before addressing those, thanks again!

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Overall - pretty nice little prototype, the skill tree seems nicely executed. I found the main laser weapon to be really unsatisfying to use, for being the primary mechanic of the game. Something about the combination of it being auto-fire, but also requiring a mouse over on an enemy only when it was charged took me a long time to understand. I enjoyed the fun of trying to catch the green stuff coming out of enemies mid-air, perhaps theres more to lean in with that (worth more points, more vfx, etc). I think the main game needs a little more put into it before I can evaluate the upgrade tree effectively. The weapon variety and mods are certainly neat, but with the waves being short, the enemies not really doing anything dangerous, I felt like I was just grinding along with no skill involved. One of my largest friction points was that I didn't realize I needed to click the center skill to get materials! Perhaps forcing the player to choose that option - by starting the skill tree with only one tile could avoid this for other players

I think the loading screen and general are some really nice pixel art. I'd be interested to see how the game feels with a little bit of sound!

  • Understanding the Goal: Do you know what you're trying to accomplish?
    • Getting more efficient at killing bugs, to make more resources, to buy more stuff, to kill more bugs
  • Economy Balance: Do things feel reasonably priced, too cheap, or too expensive?
    • It's really hard to say, as it took a while to even know that I had to upgrade the center square to earn materials. After using the cheat codes, it seemed like there weren't enough "wow" factor upgrades early enough in that would get me hooked. There were some cool ones later on, like multiple missiles and the laser piercing enemies, so maybe give the player a taste of that sooner?
  • Upgrade Significance: Do specific upgrades feel good, overpowered, or worthless?
    • Some of the early ones didn't seem too impactful. I wonder if it's worth reducing the overall number of upgrades and making them more significant, just depends on how long you expect players to get through the game
  • Game Pacing: Does the game ever feel like a grind or was it over too fast?
    • It felt like a grind almost the whole time. I believe it's from lack of variety and consequence in the game loop. Sound would probably help out a bunch

Haven't checked in on this in a while. The recent polish from the original prototype is looking great! I especially like the onboarding flow

thank you

Wow! This was really simple and engaging, I got through all the levels! 

Thanks!

Great game! I love the overall puzzle concept, the onboarding flow, and the presentation and sounds. I played up until "bap removal", and will try some more another day.

My biggest piece of feedback/frustration was when I failed a puzzle early (cat got bapped, etc) - the game let me keep playing and drawing more cards. I feel like in one puzzle the cat came back, but in another they did not? I could certainly be mistaken. If having a cat get bapped or jump out of a box is a permanent lose on the level, it could help to either just end it there or just say it explicitly - cause it feels a little muddy on when I have to undo or start over.

And I would love to play a game like this on my phone!

Really fun concept and execution. I especially enjoyed the panic of trying to get back to the start of the web.

I got a little confused between the bee projectiles and the collection orbs, ended up having a lot of orbs in the middle of the web that I could never get to. It'd be nice to add some cooldown feedback on the powerups!

Great job!

Great vibes. I like the movement of the snake-shoestring and the complementary racing view

Great visual style!

very atmospheric! The level transitions and save location were very nice touches.

Very fun, runs great in the browser!

thanks!

This game is GREAT!

I'm very curious how y'all got global leaderboards set up for a game jam game. I'm always looking for simple free solutions - any tips?

that was great, thank you!

I was just asking some friends how they can come up with complex puzzles like this, after creating all the systems. I thought your puzzles were very impressive with how interconnected they were, but seemed to only have one correct solution. Do you have any tips on how you approach level creation for puzzle games? Less about the mechanics, more about making an individual puzzle with only one solution - I end up spending a whole lot of time guessing until something works.

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This is one of the best puzzle games I've ever played. Please continue with this one, I'd buy it in a second!

That was great. I especially like how my past selves got in my way!

Wow! this was so simple yet so challenging and fun! It'd be neat to have an anti-mode where you have to catch all the missiles

Fun! It took me a while to realize that being on blank cells was bad, I had to experiment and replay 4 or 5 times to understand what was causing my "length penalty". The presentation is very clean, and I really appreciate the undo feature!

Very consistent art style and clean and easy to use UI. I especially liked how I was allowed to pause the game to rearrange my loop queue! The player choices are nice and simple, the difficulty curves up nicely (I won!), and the game overall seems like a nice and polished!

I noticed a few stutters that seemed similar to a problem I was having with a Godot web export. It might be related to spawning individual particle emitters for the first time, and rendering them all in advance could help get the stutters out of the way up front.

Great game, really impressive!

Wow! this game is hard! I got a little thrown off a first, thinking "red line bad", but then found out it was all about connecting the colors. 

That was fun! I had to finish all the levels! I wish the collision was a little more 1:1 with what I was seeing, but otherwise it was the right level of challening.

It'd be cool if after the level was complete if I could loop-the-loop around the "next level" button to continue vs having to click it with my mouse

It was fun to sorta dance around while playing! Nice level visuals, fun combination of music and gameplay! I couldn't exactly understand what I was doing, other than that moving with the beat made the brown totem poles light up! I got stuck next to a green pole with some kind of stone block that I could not proceed past.
The only other thing that was a little off, was the movement sound from my player seemed delayed from when I actually hit the key/moved, so it felt a little off when I was trying to move with the beat

Fun little puzzle/programming game! I really enjoyed finding solutions that used fewer moves than I was allowed to use. A couple times I felt like I sorta cheated solving a few of the puzzles by letting the simulation run for a long time (the reset tiles helped this eventually)
It'd be neat to have a fast forward button, and to use my keyboard to insert the commands!

Great artwork, very easy to understand game mechanics. The levels do a really good job onboarding new puzzle concepts while keeping it fresh. In a couple areas, the hat mechanic seemed a little jank, or I was worried I was doing things I wasn't supposed to - but overall I liked some of the hat puzzles related to switches and timing. I hit a few bugs with toggle states for the switches, but would definitely play more of this!

This seemed to finely distill the "dandori" feeling from farming simulations into a very tight, iterative loop. I replayed it about 4 times - got to loop 9/10 on my last try!

I particularly like how it has me pondering the right combination of foods and actions to get the best bang for my buck!

I was in the same boat! 

At first I thought when the blobs got angry and showed teeth, they would hurt you - and the goal was to kill all of them before they could get to the angry state

However - the blobs only hurt you if they are showing teeth *and you touch them*. So it's more about taking your time and attacking them when they're friendly, vs trying to kill everything very quickly