fun concept, and the writing is great lol. I could only accept tenants by asking chat though, the manual approval button was just greyed out. I love the UI, its a great style
Desktoy
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Very cool oppressive atmosphere with stylish and imposing art and audio. I love the frantic flow of running through a houseparty looking for a whatchamajig. I like that you can stay in the bathroom as long as you like and you wont get harassed to do another quest. Its cool to sit with toilet guy for a while and mentally prepare for the next run around
Dope entry! :)
I really love this game, it was a little disorienting at the start - I didnt see some of the hint messages on the left before they had disappeared and I didnt realize where to go initially so the first few runs were just being shot to death repeatedly. Once I got the hang of the movement with crouch jumping and kiting enemies, each run started feeling more and more like a speedrun out of this facility.
There was one section with a skill jump which I feel could have been made a little easier, it took me some tries to understand that the environment was an intentional ramp when I would slide off it at most angles.
I also like the pacing of unlocks and the power curve is fun too. Very impressive! :)
Nicely done! I dig the isometric style and the characters are fun, reminds me of the SCP facility
I felt the melee ability was quite overpowered, I could just be a lawnmower and take out anything, but it was fun so Im not complaining :P It also felt really satisfying to smash walls like that.
Good stuff, its a fun little bullet hell :)
I love the imposing architecture and environment lighting, satisfying sound effects too. Very cool use of colour. I dig the concept of the growing bullet, though I feel it could have been more difficult.
I feel the level could have benefitted from some loops or open areas too, to encourage the player to kite enemies and plan for longer.
Overall, really cool entry :D
I love it, very cute art and a fun vibe.
I was trying to look for hints as to what the other potions could be, I couldnt figure out anything that wasnt in the book :P maybe some hints in the item descriptions to nudge the player in the right direction?
I really liked the idea of the cauldron health affecting the risk, but it could have been harsher on the player, it didnt drop below 90% for me and I blew myself up a LOT
Overall its a really fun game, nice work!
I like the big booming voice and the presentation.
I found the controls felt quite hard to get to grips with, the sensitivity seems quite intense and it felt like there was some sort of stick drift/ automatic turning.
I also think the projectiles should have some warning, or perhaps a third person camera to provide more awareness around the player.
Its a pretty interesting betting game, theres more strategy than I initially thought. I like that you can view all the values of your opponent's cards and that you have to plan not to use all your good cards at the start.
Artwork is sick, I like all the little portraits and characters, and the card art is really cool.
Great work :) I enjoyed my time in your intergalactic casino
Nice I really like the concept, I couldnt try multiplayer so I just had to solo it and imagine I had a friend next to me :') Maybe a rudamentary AI to play against if you're solo?
I agree with the game over screen, it would be fun to see your stinky opponent getting yeeted into space when you win. Hope you manage to get the tools in! They seem like fun :) Great stuff! Love the art
I love this, Im a sucker for newtonian movement like this in 6 degrees of freedom. I played quite a few rounds and its got a really good feel to it. My only request would be some way to look around, I loved doing strafing runs but it often meant me flying into an asteroid I couldnt see. Also let the enemy take a couple more hits, I wanna see my shots hitting :P
Great work, Id love to see that multiplayer. Ping me if you add that?
Very cool experience, I havent tried many driving games myself so I cant comment on the controller, but it felt good to me. I tried the drift mode a couple times and that held my interest. Im not sure if the paint changes the friction of the car, I couldnt feel a difference when driving over it, but it would be interesting if it affected you the next time you drove over it. Nice work! Solid sounds (though quite loud)
Very cool vibe, I think hand designing parts of the level will work well.
I like the concept of checking where you need to go then shooting in the opposite direction, but it was quite tricky in third person as the camera would often be obstructed.
I think grace bullets would be a good idea, if you've fallen a long time without shooting, you get an extra bullet.
Nice work overall!
Very cool seeing the swarm tearing the landscape apart as they move. Sound design was cool but the gunshots got quite abrasive after some time, also I think adding a rapid fire mode would work well as it can get tedious clicking over and over.
The swarm is pretty intimidating, I think it would add a lot if you attached some audio to each enemy so you could hear them skittering around you.
Overall, great physics effects, very intimidating atmosphere, World War Z vibes, I dig it.
+1 to the notes from Jaco. I would also suggest listing controls on the side of the screen so the player knows how to ride around. Also maybe a button to reset the character when they flip upside down, I had to restart the game whenever that happened.
You could also record a vid and show us what the game is capable of, I couldnt achieve much as my character kept on ragdolling ¯\_(ツ)_/¯
Love the vibe, butt skating is a wonderful concept and Id dig to see this with some more polish
Amazing story, it really makes you feel like a man on too may gummies.
I enjoyed the destruction a lot, it ran super smoothly to my surprise, not sure how you pulled that off but props for achieving it! From a gameplay point of view, it felt quite easy dodging the gummies, maybe if they became faster over time it would become overwhelming?
I also tried shooting the boulder to direct it but it didnt seem to work, I figured that could be a good way to clear lots of gummies. Maybe consider adding an impulse to the boulder from bullets? Then shooting the side of it could angle the boulder and you could steer it in a way.
Overall, a wonderful little trip. Great work.
This was lovely! I really liked the banter, though some of the speech bubbles ended a bit too quickly. I like that there's variety in the levels, each one had a twist that I felt added to the complexity and enhanced the overall experience.
I think the throwing levels should probably have a limit on how many you can throw, otherwise the player can spam and win by sheer volume :P Though it is very fun to fill the screen with infinite bouncy balls.
Overall, great work!
Thank you so much for trying it out and for such comprehensive feedback! I 100% agree, I've already made the adjustments to clamp the plant size because a lot of people have been accidentally making scale 0 plants. They also now default to a reasonable size.
A random plant generator is a great idea too, will definitely look into that :) Ill also look into changing the cursor icon to the current tool when gardening, It makes perfect sense I just didnt think of it.
The help section showing up during gameplay might be a little trickier, I do agree that it would be the best experience, Im just a bit inexperienced when it comes to in game tutorialization so it may take me a bit of time to figure that out. Thanks again for trying it out!
Absolutely groovy. Dig the vibes, the lighting, the rhythm. Great stuff. I do feel that the timing is a bit strict with the inputs, it seems like there's leniency when pressing early, but if you're at all late then it just counts as a miss, not a near miss. I do also think more effects for perfect hits would be a good addition. I also couldnt focus on the ragdoll but I appreciate the freestyle mode to play around in :)
Nice stuff! I dig the movement, Im not sure if this is intended but I found it a lot easier to move when tapping the key in that direction. I intuitively wanted to hold down the key and felt that movement was very sluggish that way, maybe note to the player that tapping is the best solution?
I also found that the objects were pushing the player around quite a lot, I glitched off screen a couple times and couldnt get back. Best time so far is 1:39 :)
Brilliant design, I love running from side to side managing the tilt of the boat. It's surprisingly effective and it sells the feeling of sailing the high seas. My only wish is that you could tilt the boat just a liiittle more before it capsizes, it felt like it was inevitable at times. Its also quite tricky to read the waves and tell which way the boat will tilt next. Overall wonderful little game, I was able to make it to the final island using all the tools :D











