I was very impressed with this game. Did you make the soundtrack yourselves? It's amazing and really fits the vibe. I played through the whole game and really enjoyed it. There were a few places where I got stuck where the required timing was tight (when you first introduce the bomb and have to use it to jump), but it made me appreciate that you placed the save spots liberally. For a 10 day effort, it's hard to do any better than this.
Daniel Leclair
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The drum and base soundtrack was a great choice, it sets the vibe perfectly for this game. I felt like you also got the difficulty just right; not too hard, but also not so easy that it felt like I could ignore the mechanics. The aesthetic is simple but also very polished. Super fun, I really enjoyed it.
I think it's impressive that you developed an enemy AI for this, that is always an interesting challenge. My only major feedback for you would be that I wish the "handle" thing that you hit the puck with would track the mouse more quickly. I often found that it was trailing the mouse significantly, which makes it feel a little less responsive at times. I also enjoyed that the characters taunt & quip when they score, and the Bob's Burgers-esque asthetic.
Ah, finally a chance to live out my dreams of bursting out into song on the subway! The tune is super good, and if you're familiar with DDR or Guitar Hero you'll understand how to play right away. The animations are great, even the passengers in the background have animations. I think the note "accuracy" text animation is a super nice polish element that adds a lot. Cool submission!
This game encourages discovery by not telling you what to do explicitly and not punishing the player very much for making mistakes. When you die, you can continue playing from exactly where you left off. It's humorous and doesn't take itself too seriously, and also short and sweet. I definitely enjoyed playing it!
I beat all of the easy pack and a few of the harder pack levels. This game definitely has an appeal that makes you want to try just one more time. I like the simplistic art style, especially how it uses both 2D and 3D elements together. The controls are slippery, but I feel that is probably intentional for the "slick" theme. As far as constructive feedback, I think that since the timing requirements are very tight on some levels, I wish the platform art had more distinctive features so that I can fine tune where I jump based on where I jumped on previous attempts. Fun game!
I got to the "You Win" screen. I liked the mechanic that the cats want a particular fish, but I found that once I got the hang of how to fish I didn't need to pay attention to that in order to win. I think it would be super fun to add rare or hard to catch fish to make the game a bit more dynamic. Fun game!
This game made me laugh, and I enjoyed that it lets you explore and discover. I loved that new UI just pops up as objectives in the game appear. It feels deep-fried and self-aware, but also at times I was super lost as to whether I was doing the right thing or if the game wasn't responding correctly. Do you have to click on the mites? Sometimes I collected them, and other times it felt like they didn't do anything. I like that it just throws you into the game with no explanation. I just started to spam the start button intuitively and it was fun to figure out that was actually part of the game. At some point the game restarted me from the beginning and then there was no way out of the settings menu.
I really enjoy the aesthetic and concept of this game! Similar to other reviewers, I had challenges with the controls. It seemed like the mouse input wasn't always positioning correctly, and the puck movement could at times be difficult. I think if you continue development on this project, I would recommend that you align the WASD movement with the rotation of the isometric levels, that might help a lot. Potentially also reduce the friction between the puck and the walls so that it doesn't get stuck as easily? Overall, I enjoyed playing!
Interesting concept! The music is solid, the controls feel good, and I like that you offer a variety of levels to try. I did get lost out in outer space after trying to see how fast I could get moving if I just held the button down, but I guess I got what I deserved for that. Overall, this is a nice complete fun experience. I would maybe consider expanding the mechanic a bit more? Potentially different surfaces require different colors or something like that?
This is a cool game! Kind of like an infinite runner. I was trying to pull off the "dunk" trick for a few runs and couldn't get it to work until I realized that it was like a combo move where you have to enter the "left" arrow key, wait for the spin to execute, and then enter the "down" arrow key to combo into the dunk. I kept trying to hit the keys in quick succession or at the same time and getting frustrated that it didn't do what I was expecting. Once I understood that I was definitely able to do better. I still don't quite understand what the number in the bottom right corner represents, it seemed to be either 4 or 5 most of the time. I also agree with other reviewers that it was a bit overwhelming on the first few plays to be thrown in at full speed. Maybe there needs to be a slower first level or something while you learn the ropes? Cool game though, I hope you keep developing it!
The physics of this game feel well-tuned. I didn't have trouble sinking the balls that I was aiming for, which I think plays a great deal into how much fun this is to play. I also appreciate that you made the control scheme very simple and intuitive and stayed away from things like putting spin on the ball. What I struggled with was understanding the value or synergies between the different ball types. It wasn't clear to me what potential "builds" there could be or what items would be worth spending my money on, so I just tended to spend all of the money that I had on whatever I felt like without much thought. It feels to me like this is a good basis to keep working on and polishing into something great! Great submission!
Hey, thanks for making this. I had fun playing, especially as the level gets increasingly faster as you go. I think potentially it even starts out a bit slow. I think you could improve your game even more if you added some new obstacle types or powerups. Maybe some armor that lets you hit a biker, or fat tires that can go over the pitfalls? Great entry!
Really enjoyed all of the animations as the machine is running. At first I just connected the start and end points together, but I failed and realized that I needed to use the other parts. Then I just filled the entire screen with as much stuff as I possibly could and passed with flying colors. I don't completely understand why my machine was good, but it was definitely fun to watch!
Really enjoyed the vibe of the game and laughed when I got thrown in jail. Had some challenges with the camera, I assume you had it in fixed positions to start due to the fact that it would have otherwise been blocked by the walls? That's always a challenging problem with this type of 3rd person perspective, potentially instead you could make objects that are between the camera and player transparent and use the 3rd person follow camera in all situations? Thanks for making this, and great submission!
I think the polish elements add a lot to this. I really like the digital watch for displaying the time, and the rearview mirror is super cool as well. Very atmospheric vibe with the rain. I also really like the simplicity of the control scheme in that the car moves by default, and you just have to steer. Really enjoyed this one, feels like I could play it over and over! Great job!
I think that the sinewave jump/dive mechanic is super interesting. I had some challenge understanding that the front of the wave is the indicator of how strong the jump/dive will be. It makes me wonder if it would have been more clear if the wave UI was on screen at all times with an indicator of some sort pointing to the position on the wave that indicates the current strength. Great entry!
If you've played through Pokemon Gold/Silver, you'll recognize the mechanic in this game from Ice Path. I really enjoyed playing this game! I think having you first get the fish and then get to the flag makes the puzzles much more interesting than if they just had a single point that you're trying to reach. On the constructive side, I would say that I enjoyed the levels that fit on the screen better than the larger levels that required the use of the "M" key to zoom out. I found myself always playing in zoomed out mode since making one wrong move may lead to dying or being unable to finish the level without dying, and the artwork is more enjoyable when zoomed in. I would also consider changing the logic so that collecting the fish becomes a checkpoint/save point, which would reduce the need for re-traversal over a puzzle the player has already solved to collect it again if they make a mistake after that point. Great entry, and fantastic job!
Not sure if you were inspired by the N64 game Space Station Silicon Valley, but this definitely has many similarities to that game. I wasn't able to make it very far because I kept dying, but I found the animal combinations to be very amusing! I also had some trouble trying to start the game with a controller so I had to use mouse + keyboard.
I am concerned that Mr Whistlestone might also be Jeremy in disguise. I enjoyed the variety of handshakes/minigames, but felt uncomfortable rematching Jeremy in Mr. Whistlestone's living room after I had to retry (why does he have the keys to get in there?). I didn't beat the game but had some good laughs. Well done!
Very impressive visuals! I can appreciate just how much work it must have been to implement all of the traversal styles that you've included. The shooting controls feel good, but I agree with what others have said that the visual style does detract a bit from the clarity. I found picking up the modes to be a bit clunky, since I most often just found myself backpedaling while shooting at the enemies that were actively chasing me. I like the frantic pacing, but in my opinion it should be slowed down a bit, at least for the introduction.
Fun game! I could tell the different emotion modes felt different to control, but I wasn't really sure in what affect they had on me and how as the player I was supposed to respond to the different modes. I like the fear mode since it has a significant impact on the gameplay. Overall it's a cool game with a unique idea and fits the theme well.


