This was a great little game, would love to see it expanded with more powerups, enemy types, and level designs
chuckkilly
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Just dropping by to say I really enjoyed the demo and I've added it to my steam wishlist, Streets Of Rage 2 is one of my favorite games so this is right up my alley. Hilarious that the least detailed character in this is the main character, however the enemies look absolutely gorgeous, so I'm excited to see what the actual 4 characters are going to be. I legitimately laughed out loud the first time I hit someone with a dynamite stick. I wish the hunk of blue tofu had more of a move set for the demo, but still excited to see what the actual characters will be capable of.
Keep up the good work, looking forward to the full release
This is a nice little game, the wrapping adds an interesting layer to the puzzle solving. I love the way the Duck bounces when landing, and the quack noise is so satisfying that I don't even get upset when I lose.
The only real feedback I have is that the intro DRAGS on quite a bit and honestly doesn't match the quality of the rest of the game
Hey I used this tileset in my submission to Devtober(https://chuckkilly.itch.io/devtober-dungeon)
Thanks for the awesome art
Hey, I used this sprite in my submission to Devtober(https://chuckkilly.itch.io/devtober-dungeon)
I also created a new death animation for it, thank you for your hard work!
Hey, I used this sprite and your skeleton sprite in my submission to Devtober(https://chuckkilly.itch.io/devtober-dungeon)
Thanks for your hard work
This was a lot of fun, is there an ending? I'm not sure if I saw all the content there was to offer, but it was a fun little slice of life game.
I was hoping there was going to be a match 3 puzzle aspect to the candy bag haha.
Do you plan on expanding this game? I think there are a lot of places you can go with it
I like the art style, especially for the demons lurking underneath the floor boards and the game controls well. Here is some feedback
1. I think it would help the player if you started with some simpler levels, for instance a super straightforward level where the altar and the pentagram are right across from each other. At first when I started playing it wasn't clear to me that this was a sliding block game, so a super easy level will inform THE PLAYER WHAT THE GOAL IS WITHOUT HAVING TO EXPLAIN WITH TUTORIALS OR INSTRUCTIONS. This applies to other mechanics as well, slowly introducing them to the player in simple contexts allows them to learn how your game works so that they will be prepared in more advanced scenarios
2. I think it would be nice if at the beginning of each level The view zooms out to show the location of both the Altar and the pentagram. If it is important to the gameplay that the Altar needs to be discovered, maybe some sort of magical radar could be implemented. another idea is to have the player need to lure or trap a sacrifice in the altar before bringing it to the pentagram
Congratulations on expanding your horizons on building something new!

