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CheeseOnCheese

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

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Strong puzzle design, nice thematic tie-in at the end. Some of the puzzles and elements felt a little too loose - where things could chase and you could reposition them, and occasionally partially obscured bridges allowed me to cross. At times I wasn't sure if I was cheating or solving the puzzle the intended way. Overall - excellent puzzle design, clear narrative, and easy to understand

Here's a playest, with chapter markers to jump to your game

Nice little platformer, loved the art and sound. The lack of checkpoint was both frustrating & rewarding when I got to the end. The S-curve type section was particularly frustrating, cause I felt like if I didn't get to the start of it soon enough, I would be doomed to fail. Really goofy and challenging, thanks!

Here's a playest, with chapter markers to jump to your game

This was wonderful. I like the combination of matching & physics. I found it a bit tough to remember all the combinations, and the big menu was quite disruptive, it'd be nice in a more finished game to have either the recipes more persistent, or to use some other subtle queues to help me remember. Regardless, I thought this was fantastic, and a high level of quality for a game jam entry

Here's a playest, with chapter markers to jump to your game

Amazing presentation, great exploration of combining things in interesting ways. I especially like how I stumbled upon "recipes" before even being prompted to use them. Very nice game feel and great sound design. Loved this one

Here's a playest, with chapter markers to jump to your game

Interesting game and mechanics, I particularly liked how each beeple had different behavior. The controls felt a little weird where I wanted to move quickly along the grid, but was often having to wait for the beeple to do their own move set. Occasionally I was having trouble being able to predict what a beeple or tile change would do, and it felt a bit random in what I was doing.

nice concept and variety!
Your game is included in one of the timestamps of this playtest recording

Nice portal-y style puzzle platformer. I found it very easy to understand and play. Some of the switches and platforms could use a little more clarity and consistency (ex, which ones can I grab with the gravity gun, vs the ones that move automatically). I got into a frustrating soft-lock at the end, but it was easy enough to replay through and complete it. Nice job!


Your game is included in one of the timestamps of this playtest recording

Nice, clear concept. I liked growing the zombie swarm. The level design could improve by making more clear good/bad choices and some more penalty for making bad decisions.
Your game is included in one of the timestamps of this playtest recording 

Interesting game, very self-explanatory. I liked the oxygen meter that I had to pay attention to every now and then. There was a nice balance of mystery with the beacons and and everything, and I liked the surprise after linking them all. The game seemed to restart with more beacons and wanting me to replay, but I felt satisfied enough and ended it there. Although the beacon mechanic was fun, it felt like it needed something else dynamic, since it was relatively easy to use both visual and audio queues to get them in focus.

Interesting game, I found the controls and concept relatively easy to understand - however I just couldn't light the third candle for some reason. I couldn't tell if it was bugged, or if I was out of flame and the game wasn't telling me properly? After 5 or 6 tries I gave up. I did generally understand the game (I think) and liked the spooky atmosphere.

Your game is included in this playtest, I timestamped the chapters to make it easier to find

Nice lil game, I like being dog. Ultimately I found it easy to just jump/dodge over all the obstacles, which I'm not sure if it was the intent, but ultimately I got to the end! 
Here is a link to a playtest, I've timestamped your game in the chapters

Interesting combination of sliding box puzzle and platformer, I particularly liked how I could solve the puzzles "good enough to proceed" without needing to form a specific solution each time. The water tiles didn't seem to add more other than just being another full tile square. Here's a playtest if you want, your game is timestamped as a chapter

I found this quite charming and self explanatory, however whenever I got to the actual landing mission, I kept failing (assuming it was the meter on the left that I wasn't understanding correctly). I got really frustrated how each time I had to repeat training, along with the fact that the animations in the training sequence are extremely long. I wish there was a prompt after losing to decide whether to quick restart the mission, or to repeat the training

I couldn't figure out how to start. The only interaction that seemed to do anything was rotating a face within a box on the bottom. I tried click & drag, click then move, keyboard keys.. everything, just couldn't figure out how to get it to do anything unfortunately. I'm assuming its a bug (windows/chrome)

great game! The boss meter really kept me hooked until I got to the end. The gem collection is very satisfying, and I felt a nice sense of turbo power on my last run

thanks!

thanks, that means a lot!

On windows, I was able to get to the folder by finding it somewhere in my AppData/Roaming directory

You can get there by opening explorer and at least putting %APPDATA% in the URL bar to navigate to your user-specific folder.

For me, it was under "%APPDATA%\Godot\app_userdata\PNGTuberPlus"

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.