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A member registered Aug 24, 2014 · View creator page →

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Not sure. If it was a bug, I haven't discovered it yet. Or it could be that you had a block to the right of you, which would prevent you from turning, even though the key is active. The character will only turn if they can actually move in that direction. If that was the case, it was by design; if that's good design is of course debatable :)

Thank you for the feedback!

Very nice concept. Easy to understand and very engaging. The visuals are simple but nice and clean. I love the fact that you even had time to put in a volume slider :)

Overall great work; keep it up.

Thanks for the feedback.

When I started with the idea I thought more of "Sokoban" than "Baba is You", because I have to shamefully admit, that I haven't played "Baba is You" yet. I really need to do that very soon :)

OK, this one is amazing. When the game said it'll switch up controls I though you'd swap some buttons, but remapping it over the entire keyboard caught me off guard a bit :D

Really good aesthetic overall; only the music can get a little repetitive, but that's not really a huge problem.

Was the one level that was more easy than it should the heart shaped one? I noticed that you had to solve only half the puzzle to finish the level, but at that point it was too late to fix it; I wonder if other levels might have similar issues.

Love it! The concept is great and it works really well. All I wished for was a "Restart" keybinding, or keyboard controls in general :)

Did you get some inspiration from "Kurzgesagt" when you drew the globe?

Thanks a lot for your feedback.

So, the level you rage quite at was btw. the last one, and there was a reason why I put it in the end; sorry about that one :). So all you really missed is the "Thanks for playing" screen.

The CTRL key is never introduced in the game. It plays into the "You're out of CTRL" joke, so you'll never use that key. That was actually a last minute pun I put into the game :)

With the difficulty curve it was a bit tricky. I kinda reordered the levels in the end, based on how hard I thought they are. As the creator of the levels, that's not that easy to tell though. In the end everything was all over the place; I just made sure that the annoying one is in the end.

It fits the theme very well, so well that it's not really fun or engaging. I have no reason to play a game that is completely random (unless I'm gambling, of course).

I guess you could replay this game to see all the funny bits, but the transition between the scenes is very long and seeing everything you put in there could really take a while with all the randomness.

I do like the presentation a lot though.

OK, first things first: that red victory screen is really aggressively hurting my eyes :)

Ngl I'm not super impressed. Something like this could have potential, but here you have way too little info about units (your's and enemy units) to make meaningful decisions. It's trial and error for the most part.

Still, I assume that this took much more code than some other entries that play around with the physics engine for the most part :)

Nice one. It's really simple, yet fun.

It was a bit finicky to control, but I guess you know that, since you're suggesting fullscreen mode. Fullscreen only helps a little when you got multiple screens though, and on the corner of the screen it was hard to charge up properly. Also toggling the full screen didn't work properly; had to set my browser to full screen before starting the game.

Overall it was a funny little game, with very repetitive music. It's also the first one I'm rating right now, so it's hard to compare it to other submissions at this point.

Hehe, those horse trotting sounds are actually my shoes tapping on the floor. I had to speed it up though, because I don't have animations and it can't play for that long :)

I thought about the turning around issue, but decided to work the way it works into the puzzles instead of changing it. I'm not loving the movement, but I'm satisfied with it; I think with a bit more time, it would've turned out a little better.

Very nice mashup of two great games. Since you have to dodge but every time a ball hits your paddle, your paddle shrinks, it creates a natural negative feedback loop; which is kind of cool, as you usually artifically create those negative loops.

It gets a bit frustrating when the ball moves on a very narrow vertical angle and you have no way to dodge, but other than that, it's pretty nice.

I like the idea a lot. Sadly I always get stuck in the second level, due to some bugs in the controls; I would've loved to see more levels.