Thank you, fellow solo dev. I'm glad you find it fair, because I was struggling with figuring out what speeds, sizes and spawn rates should suffice, and whether I should have implemented any power-ups or something that was out of my scope at the time I had left.
Dino
Creator of
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Amazing game, the artstyle is both cute and kind of unsettling for me, I honestly don't know why the vibe feels so depressing and hopeless to me. There's a neat learning curve to understanding when & how you should pull yourself in, let yourself go or change the direction to either hit or dodge those approaching. I got the gear.
Yes, this truly says a lot about the economic state of our society. Even if you work perfectly the entire time, you will still be treated like garbage by those who want more. Reminds me of that time SpongeBob had to hunt jellyfish to extinction because Mr. Krabs had the extreme urge to capitalize as much as possible off of it.
Very epic, I only lost once when I didn't figure out that there's exactly one main target we have (that Gaia told us about), but then it was clear that you need to start small to get big. I don't know how to add spoiler to itch comments but I also love what we get to hear at the end. This would have been something I'd have played on a flash games website when we have free time in computer class.
I found this pretty fun and find the artstyle sweet, how the red yo-yo sticks out in the green corporateness, just wish we could've had more control over how we want to angle ourselves when preparing to release the pin, because I was stuck at that bottom part where you fall down for quite a while, but I got used to the timing.
Very cool concept & execution, I especially love shooting a zillion fireballs at once. However it is incredibly frustrating, because you get no i-frames, you may as well be on 1 HP all the time (which is why I always pick the Curses and never the Health). I spent at least an hour trying to win, and died at the last minute. Maybe I'll come back to it later to try and get the gear, but right now I just can't get myself to try again.
Very beautiful experience, especially the sound design. I first had to figure out what each incarnation can even do, and then as soon as I saw a specific type of object I knew what to be born as next. The only gripe I have is that I sometimes had to die over and over just to get the incarnation that I needed, but it's fine. I got the gear.
Absolute gem. I love how the game (and even the page) presents itself, gives me the creeps similar to how FAITH and ROAM0120 do. Also I'm really happy about all the quality-of-life features you introduces (the subtitles, the sketches, and the audio cues), they help anyone learn the mechanics on the fly, and the mechanics play into each other very well to stay stressful but fair.
Something about all the audio makes me feel very nostalgic, quite a few fun games of my childhood used to have this kind of style.
Although I would have liked to be able to skip the cutscenes because I lost to that one kid three times and just waited and waited to try again (they're great cutscenes, but seeing them twice after losing in second place is enough)
Very sweet visuals, and manageable difficulty after an attempt or two. I really love that there's a phase two.
Although I kind of wonder, why does that big old dog really need the chocolate milk? Just for himself? Or is he an agent and it was vital to his mission? Or is he a father/uncle/grandpa and the egotistical rabbit just punched a family man over trying to make a child happy today? How serious is this situation really?
I LOVE CONTROLLED SLOWDOWN MECHANICS
And it's good thinking to replace the need to dodge with spawning health crates instead, so that you don't have to worry about trying to hit enemies in exactly the right moment all the time, so there's not even any telegraphing needed or anything. It's intuitive enough that I survived for so long that even the music stopped looping lol
