Movement system has been repurposed for Icon:Glitch Weaver. This project is retired.
Thomas O'Brien (ohh_bee)
Creator of
Recent community posts
"Added Camera controls for Orbit and Zoom. The effects both hamster and Ball. Hopefully this provides better game navigation and collection of hidden marbles.
Patched - Items tend to leave behind collision boxes when not in use.
- Items not resetting properly.
- Fixed issue where you could beat the game without the RFID.
- Player sometimes loses ability to pick up items.
Known bugs - Teleport pad is finicky, and player can be put in spectator camera mode forced to restart.
- Player may not get best ending with 3 marbles in mouth.
- player can cheat to get best ending by repeatedly showing up without RFID but one or more marbles. Then returning with RFID.
I am working on solutions, but they have not been resolved as of 11/05/2024
"Fixed bug with checkpoints not being properly set and outliner not showing" will be updating 10/22-29/2024
Known bugs -Items tend to leave behind collision boxes when not in use.
- Player some times loses ability to pick up items.
- Items not resetting properly.
I am working on solutions but they have not been resolved as of 10/21/2024
Switch! Now! Gamepad gameplay recommended for sure. Playing on keyboard was not fun and targeting was hard. Interesting mechanic that leads to some interesting developments. A one point I was in an arena style room and not in the room at the same time. I had shifted through a wall. I liked the level differences in each attempt and the art style was good but not consistent. I would have liked more pixel or more 3d. The angle of view seemed off for the theme but not the playability. Nice sound effect and tone, Enjoyable but difficulty ramp is very steep to start. Rock, Paper, and Scissors for the Win!
Screen shaking! The Machine gun and shotgun mode in this game do very little to enemies and it seems like they do zero damage. The big mode has no effect for trampling enemies which makes it unintuitive. The loop of the game is solid, but I experienced issues with default aiming angle when going from one mode to the next. Along with enemies that did not target me; perhaps there was a second objective I wasn't aware of. This could be a very unique twist on the missile command games of old. The music is good and when the program doesn't lag the sound is well developed and coordinated. The art style is adequate and complex enough to represent the style of game. It felt like the beginnings of a passion project. I enjoyed that this was playable understandable and was "Modal." Overall enjoyable and given the timeframe this went past the expectations of Pneuma with such a short development cycle. Good job. I hope I gave enough input to stir the algorithm. Blast Packed!













