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Dimensions2003

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A member registered Feb 29, 2016

Recent community posts

The visuals were definitely a highlight! And having to cut ideas is very reasonable for a jam haha. Great work!

The music evolving with new notes unlocked was really cool, and the song itself was a banger! The art style is amazing as well, the hearts and arrows look ripped right out of Paper Mario, it's wonderful. The projectile enemy's projectile was too hard to avoid considering I had no control of when the frog was jumping and the projectile was at a different rate than the jumps. This made me have to space my frog outside where the projectile despawned and hope my projectile could kill the enemy, and it felt more cheesy than intended. As others have mentioned, respawns where you unlock a new instrument would have been very nice, although the music definitely inspired me to finish the whole game. I would love to play more levels!

Hearing the chiptune lofi version of Ain't No Sunshine was very endearing, I really enjoyed that. The music choices overall are excellent. The story was very sweet and the art style meshed very well with it. I do wish it had choices for the players to make, and possibly make the computer an interactable object instead of simply having the game read what was happening to the player. Again, the charm of all the visuals, including the pixel and voxel art, along with the audio design, such as the music, played a huge role in making the game as appealing as it is now. 

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The graphics are incredibly cute and the music was very nice as well. The camera is very difficult to control and makes it very hard to play it. Having to hold down the mouse button to move the camera while it also being inverted through me for a loop every time I wanted to change perspective. The gameplay/level design reminded me of Captain Toad: Treasure Tracker but with jumping, and I found it a fun design choice to rotate the camera to find pathways to traverse (when the camera cooperated). Also, shadows under the platforms would make for better understanding of depth for the player. I think the only thing holding the game back is the camera, and if it were fixed it could be an even more fun experience.

The game reminded me a lot of WarioWare and I think that's what you guys were aiming to do so good job on that! The minimalist graphics made it very obvious on what to do for every scenario. The subtle story told through the game was also pretty cute, I enjoyed it. I do think if there was a really short-timer, akin to the WarioWare/Rhythm Heaven series it would definitely make the game a little bit more challenging. I also didn't quite understand the connected/disconnected thing and wasn't sure if I had to mess up games on purpose to unlock other scenes. The size of the game was also much larger than I think it needed to be. But despite the criticisms, the game was most of all, really fun and I would love to play it with even more levels!

The mechanic of using health for a stronger attack is a really smart dual-purpose design! I also really liked how picking up a battery gives you a speed boost so it incentivizes picking up batteries that may be closer to enemies. I did lose my run due to enemies spawning directly in front of me and that was a little bit frustrating. Although the sounds were very loud, I enjoyed them a lot, they were very cute, especially the walking sound. Visually it reminds me of a scratchpad/graphing paper making it almost seem like it's a game in a kid's imagination bored in class which I found fun. More enemy variety can definitely make this more appealing for longer runs. It was way more fun than I had expected, kudos!

The game logo and title screen are incredibly appealing and the outdoor environments had a lot of charm with its very colorful design. The gameplay was a little bit frustrating as the connection between objects in the puzzle design didn't necessarily make much sense or alluded to. Although, the visuals and music made me play it through much longer than I would have otherwise. I did get stuck at a certain point right after unlocking the fire ability and wasn't sure where to go from there. As bgsulz said, making it so that you can jump through the bottom of the platform would be a big help in making the controls feel a bit tighter. Again, really sick visual design, especially the animation and logo work.