Hello, I have the same issue with forest_05
Corey Willis
Creator of
Recent community posts
I know the boombox was working at one point! We definitely did too much instead of just one or two abilities that are REALLY effective! Haha. The difficulty curve was certainly way too fast and we would have tuned it differently given more time. Thanks for playing! I wonder if anyone will be able to complete it! Haha
Sounds like a skill issue! Just kidding! Just kidding! Haha. We definitely tuned it too hard. I think our original plan was to have more time at night so you could read through all the upgrades and stuff, and the bunnies are just crazy if you get the wrong set of mutations going. We put a lot of different systems in instead of polishing a couple systems. There's fence upgrades, abilities, consumables, and rabbit mutation customization and you've got 1 minute to figure it all out! lol
Fun little mechanic with a great theme! My only feedback would be that I wish there were today dynamics or anomalies in the puzzles to make it harder or make you rethink how you solve the puzzles. The boost is OP and trivialized all of the puzzles for me. Overall, great little game that that was fun, start to finish!
Fantastically realized idea in a tight, tuned gameplay loop that was a joy to play! It looks and sounds great too! My only great was the lack of rebindable keys as the cramped default layout was difficult for me to get used to. I still finished it no problem, but it would just just take the controls to the next level. I would say at the least the the default controls should be spread across the left and right side of the keyboard for more comfortable play.
What a bizarre and interesting world! I honestly enjoyed the humor and weird mechanics of the phone call more than the puzzles. The voice acting and sound design was funny and interesting and the whole world feels dynamic and reactive. I just found the way that you interact with puzzles to make it frustrating to complete, even when you know the solution. Overall, really wacky and fun!
Solid FPS action and interesting weapon power ups with a great look! The only issue is that that performance is very poor even when I keep it in a small window on a pretty powerful computer. I think all of the cool simulations, which I LOVE, are not very optimized so it was difficult to play through too much of it. There were also issues where my camera would get swarmed with objects where I could see and then I would get y33ted into outer space when I would use an explosive weapon. Still really enjoyed it, but I could have explored more of it if the performance was better.
I love the look of the physics simulation as the cubes pool up into a ball. I don't know why exactly, but it gave me Control vibes with the powers in that game. It makes for a solid base puzzle mechanic.
I think there's some optimization issues with that simulation as it was difficult to have high input latency because of the complexity of these simulations. I have a pretty capable computer, but it struggles once a decent number of cubes were spawned. It was also frustrating that the esc key closed the game as I was expecting to get a pause menu to check the settings/lower the resolution so it could run better.
Overall, I think it's a really cool concept that follows the theme and the wildcards really well!
It's also worth noting that you should ensure that you have some kind of total spawn cap for an entity as you can spam the cube spawn and crash the game pretty quickly as well.
Excellent use of the theme and wildcards! The concept is very original and challenging. I think it would have been much more fun if the concepts were introduced more slowly to introduce the player to key concepts. I like the way you let the player discover the gameplay, but I think it would have worked better by doing very simple puzzles and go from there. Similar to the way the Witness does a literal straight line for the first puzzle and then player concepts as they go. The accessibility warning was good because the look of the game is very intense.
I think that raised my blood pressure a little there, and also made brought back some childhood PTSD from working on our family computer. lol Super simple, but fun idea! I was expecting a little more of a ramp of difficulty at the end and it actually kind of slowed down. It would make it so there's more of a curve so it's much more difficult at the end of it. If you had more time, different window size, exit button placement would also vary the interact as well. Great job!
I'm honestly in love with the tone and style. Almost felt like early skater vibes, but with kind of a creepy, NIN undertone to them. I could see it going either way.
As far as the gameplay mechanics, I like the idea of connecting nodes to bring them to specific values, but I was expecting more to be layered on such as these symbols multiple, these divide, etc so you could move between nodes to get the numbers you need or something along those lines. I recommend that you play some puzzles games like SpaceChem for inspiration on what you can do with simple look puzzles that turn complex quickly.
Honestly this feels like the start of a game where you layer more of these mechanics, and add in a subtle story throughout it that's either chill or creepy. Haha. Like I said, I could see it going either way with the vibes of it.
Cute puzzle platformer with fun music! I would make a small adjustment where the clock only starts ticking after your first jump from safety so that you don't have to wait for the timer to cycle before you start moving. I like to look at the obstacles ahead before progressing and this slowed things down as I had to wait for it to countdown again before replaying a section.