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CindriKat

3
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A member registered Jun 14, 2023

Recent community posts

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What I've seen in the demo has gotten me very curious about the potential story of the full game. All the cameras watching the player here makes me think this may be some sort of experiment that's being conducted behind the scenes, and it was very surprising to see the design of the snake to be so different than how it was presented in the trailer (love both designs btw) and now I can't help but wonder if we'll be able to choose which snake hunts us in the full game.

Gameplay is simple but very much effective at keeping the player on edge, though it took me a bit to realize that the eggs were being passively collected when standing near them; I kept instinctively trying to press E to collect them, even after I learning I didn't need to press anything. While I'm also in agreement with others that the map would benefit from having a way to mark the player's position, I think if that were to be added it would be better to have it tied to a difficulty setting rather than making it standard for anyone that would prefer to keep it off for the challenge it brings.

Very much looking forward to the full release, as well as more in depth game over screens! ^w^

Also very curious if any achievements will be added in the full release, like one for escaping very quickly, or cheeky one for the player getting caught on purpose by running right towards the snake without completing any objectives. :P

Cute game, great art, but I just can't enjoy the gameplay.

Card games like this, Balatro, and other similar games in the genre, hinge way too heavily on randomness in their gamplay loops, half of the player's ability to play being strictly dictated on luck ends up sucking the fun out of the game. I had to restart nearly ten times because I kept being put into insta-loss scenarios in the first round; was being given high tier enemies and low tier weapons, if I even got any weapons in some cases.

As neat as this concept is, I think the controls need a rework. After completing the tutorial, Honeyguts felt like I was playing Super Meat Boy with an anchor chained to my character, sometimes failing the first stage if I didn't move frame-perfectly when making jumps, or my inputs not registering because of the 1-tile-at-a-time movement system. The other stages, while less developed in this build, felt miles easier in comparison, but I couldn't get too far in them by that point because my hands were cramping pretty badly; and I don't think I want to develop carpel tunnel from playing a game about a kink I thoroughly enjoy.