I liked the goofy frogs. But the game feels a little bland? I skipped all of the text, understood nothing that was happening within the game, promptly placed cool looking blue or red frogs on the lily pads (which from the comments and game description, just learnt are ninja and wizard frogs) without any context, and bam! Pressing the 'Clear Debris' button enough times after enough time had passed made me win. A little uneventful and confusing, in my opinion. This game needs a little more, both with ideas and execution, to be engaging. Awesome human ribbit sounds tho; I dig it
d3v?
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What an awesome, charming, cute game. A relaxing and therapeutic hamster game is absolutely what I'd needed after a long, tiresome week... Great job!
P.S. i noticed this minor bug where a hamster would randomly take the wrong direction when in a 3-way or 4-way connection tube. It doesn't ruin anything it all, but I thought it was worth a mention
Even gnomes can't escape cruel working conditions. Bessie scared the shit out of me; good job at the horror element of the game. I'm not sure if it's actually implemented or not, but mining the uranium should totally attract Bessie since it creates a surprisingly loud sound, which should echo and reach Bessie. Maybe multiple Bessie's could add more to the game, too?
Honestly, I love the game's premise. Being a badass worm tryna kill your predators with a gun is sick! Combined with the groovy, tense music, I definitely felt immersed in the game even if it's a lil' bare bones as of now. Amazing potential, I'd say! I like how the pistol reacts to your movement, leading you to shoot yourself if you push yourself against a wall and shoot.
Umm, while playing the game, it did break once when I retried it, which was a little weird?
Super cute aesthetic with a chill, cozy environment. Having a goal for the game would be ideal, and it also needs to tell the player more information about the game and needs to be more intuitive. I found myself a little confused regarding the game mechanics at first, and then had to learn it from trial and error. A part of this is my fault since I don't like reading text for tutorials 😭but nevertheless, I think this game would benefit from a better tutorial. I'd call this simple, yet relaxing; although the execution could just be a bit better to elevate the game's coziness
Honestly, probably my favorite take on the theme, since it takes 'tiny creatures' quite both literally and creatively. Overall vibes are immaculate even if less developed. I can totally see the potential of a horror-stealth game where you play as a virus! it just needs more development of gameplay systems. Like, maybe the virus could start leaving a trail of infected goop, and the player would have to work around their own tracks, something like that. Or you would have to distract the WBC by intentionally leaving the goop at some spot as a red herring
Yeah, I can definitely see what you're talking about. The game has a lot of stuff going on at the same time, and I do agree that trying to find where your kitty can get confusing at times. Perhaps I should add more slowdown or i-frames after a death? The main idea, however, was to just spam the dash or the up button in a pinch, but maybe that's not the best piece of game design
I'm glad to know that you've enjoyed the game overall! :3
The vehicles only crash when you're actively walking past or sideways to them; staying still doesn't do anything. However, maybe I didn't really explain the cat's bad luck mechanic's that much, so that's on me 😅or maybe there's a hitbox problem or another issue I'm unaware about?
The game is really chaotic, especially in hindsight, and maybe since no one really playtested my game during development, I probably just cranked up the difficulty and chaos meters too high
Finding out that that you had problem beating the game even after spending an hour probably means that the game is too hard! I had designed this game such that the average player would take 5 - 10 minutes to complete the game, but I suppose I didn't actually design it as such
I don't entirely understand the thing about the void orbs not spawning in the dash section of the tutorial? The idea was to collect all of the pre-existing void orbs on the ground, and then the next lines of text would show up. Maybe I'm misunderstanding something?
The 'walking on water' problem, which presumably you're talking about in the tutorial, is because of i-frame being goofy. I should fix it, though!
About the final bug, yeah that's totally an oversight, although I think it would be a pretty neat ""Easter Egg"" if I were to keep it that way, hehe
Anyway, I'll totally take your suggestions into consideration when I'll update the game, which is hopefully sooner than later
holy crap, the game's music is so damn groovy and memorable; it adds so much to this game! i love games with crunchy pixel art styles such as this. the player ship is difficult to control, but i'm 90% sure that's just because i'm bad at the game lol. however, the player ship feels awesome to control when you do get the hang of it. further development for enemies and controls to this game would do wonders for it



















