Thanks!!
CHENZODEVO
Creator of
Recent community posts
Thanks for the feedback! I do agree that some of the levels needed some adjustments, a couple of them are only feasible via the reset spell.
I see what you mean with the drawing limitations, we made it this way to simplify the drawing process so that it could feel good during platforming/combat. We originally wanted to use a nueral network to compare the player's drawing to a spell symbol (like the player would have to draw the symbol for fire within a certain percent error), but obviously this has its own complexitites that even a one month Jam wouldn't allow for (unless we had more experience with machine learning algos). But yeah, the mechanic can 100% be tweaked to feel more intuitive and fun.
Thanks for playing through the game to the end! One of most fun parts about developing this game was writing the story/dialogue, so I'm glad you got to experience it all :)
Awesome! I tried it out and it looks I can craft, create a shelter, and I can defend myself against the skeletons. Big improvements! It looks like everytime I craft it checks if I'm holding down LMB every frame, and it creates a bunch of the item I'm trying to craft. A boolean can fix that if used correctly. Good job!
Love the graphics, audio, and overall atmosphere! The game is fun and unique, and handling my resources was balanced pretty well once I understood how it all worked. I immediately died to the monster after entering a room, so maybe have some impending doom music playing that intensifies when it's closer to you and is quiet when you're far from it. Really good stuff overall!
Really love the asthetic here, the music and sfx along with the dark warm-colored lighting sets the tone really well. The puzzles were interesting, all I'd have to say is that the vfx on the screen make the puzzle for the second gate a little difficult to see. Overall, really solid game! Would love to see this expanded into a bigger game.
Really solid game all around here! It took me a second to figure out how the recoil mechanic worked with the lil screw guys but once I understood it became super fun. Maybe a more descriptive tutorial woudl help. Also, the hitbox for the spikes are just a tad too big. There were some super satisfying jumps to make (especially the times you have to do a mid-air recoil jump with the screw). I also love the npcs that teach you stuff, adds a lot of charm. I could totally see this mechanic being more fleshed out in a rage-game platformer (similar to jump king). Love it!
Cool concept, it reminds a lot of tabs but without budget restrictions. All you have to worry about is making the battlefield balanced before you start the wave. Being able to draw the enemies and tiles onto the field would be a cool quality of life feature to add to make things a little easier on the player, and to get them into the game quicker.
Really love the design for the main character and the squid. The art is high quality and there's good contrast in color.
I think the boss should have some tells when their state is about change (like when their about to start moving again after being vulnerable) to give the player just a little bit more time to react and to make the gameplay a little more fair.
Nice job overall!
Super cozy retro-vibe you got going on here. Flying around and shooting (especially with the missle) was pretty fun. I did have some trouble finding the last tank on the field (I eventually found it), but when it gets down to just one maybe you could put a little arrow pointing to the last tank standing, get the player straight back into the action instead of wasting time for exploration (unless you add a cool incentive to explore). Good stuff!
Love this fast paced lil sandal game. I could totally see myself playing this on my phone. Took me a minute to get good but it was fun. Since all of the controls are on the keyboard, it would make sense to designate a key to either navigate the UI or reset/continue a level (Having to reach for my mouse everytime I wanna retry breaks the flow, and I died a lot!). Good theme interpretation and solid game all around!
Super solid game all around! Music and sfx were great, basing the core gameplay off minesweeper made it fun and easy to understand, and the addition of the tools gave way for more strategy. This game is fun, balanced, and polished. My only feedback is that there doesn't have to be a short dialogue segment everytime you collect a key (especially since it stops your movement, and continuing dialogue is the same key as using a tool). You could put a short message on one of the corners of the screen to convey this without disrupting gameplay (Tbh this is just a small and pretty inconsequential nitpick lol). Good stuff!
I really like the UI and the CRT TV effect. I was a little confused by what to do after the first night, my shelter's durability never depleted and I didn't see any tsunamis. I ended moving super far from my shelter one night and nothing happened to me or the shelter. Some balancing and some adjustments to the gameplay loop will help with clarity. Also the Tsunami indicator was kinda confusing, were there also supposed to be Tsunami's during the day?
Super unique game, love the brain wave idea. The puzzles were cool, but what held it back was some of the janky physics and collisions (Espcecially in the second to last level).
The game is visually striking, the lighting is great and the brain with just a stick figure body is really funny and cool.
Some music (even just a royalty free loop) would also help with immersion.
Good stuff overall!
Hey I tried to play your game and it looks like the crafting system doesn't seem to work. I assume you're supposed to collect the materials in the world and open up your crafting menu and click the item you want to craft, but wherever I clicked nothing happened. Let me know if you fix it and I'll replay it :).
The multitasking was really fun in this game, having to wave my hand to do stuff and drag my face to smile was pretty funny and the cashier job was simple but surprisingly fun! It really does get tough! I was able to get a grip of the controls eventually but an in-game tutorial would go a long way. Some extra polish with some better sprites for the store would definitely put this game a notch above the rest! Love it!
The wave effect is super cool and it's pretty satisfying to destroy blocks.
You should implement a way to reset the level, becuase I got softlocked in between a gravitational wave a block and I couldn't use my wave to destroy it.
The Jumping walking physics also needs a little work, maybe make it feel more snappy and less floaty.
Overall really cool idea!
Love the hollow knight inspired art here, you really got the asthetic down. The combat is pretty cool and the boss fight was pretty well done. The game crashed for me at the boss fight butmI played enough of it to see that his attacks and stuff it was cool. The only thing I would say is that the jump is too floaty, and there should be sound sound effects for taking/dealing damage to accompany the cool vfx for it. Good stuff!
















