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DrDre3k

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A member registered Apr 02, 2020 · View creator page →

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I’ve made a new release that has some of those suggestions! The game now gets faster over time. To avoid holes there’s now two ways: move into the direction of a one tile gap and you’ll autojump over it, and grab a “brown/orange block” to recover a missing tile. There’s also a classic frog tongue attack to grab fireflies in front of you. Hopefully these changes make it more fun to move around than the prior dodging based gameplay.

Thanks for the feedback. I’ve released the latest version that has a ramp up curve so there’s some progression to how many fireflies are on screen at any moment. This should make it harder to survive as the game goes on. There’s also an ability to jump over gaps as you suggested: walk into a one tile gap and you’ll automatically jump over. Instead of shooting I added a tongue attack that you can use to grab fireflies from far away just like a frog might do. I am also interested in your suggestions for more blocks, currently I added one to recover single tiles and one that clears the screen that function similarly to the existing fireflies but are slower so should be easier to grab. Since I’m still working with abstract/blocky visuals they’re different colors for now.

I released an updated build where everything was scaled down, and it certainly makes it feel bigger! I also added an “autojump” when you reach the edge of a platform if there’s only a one tile gap in between. I think it makes movement more strategic. There’s also an actual attack now, so it’s no longer just about dodging. I decided to keep the timer counting up for now to take that into account. Thanks for all the feedback 🗳️

Okay this looked really cool and is a really creative concept. It was good when I could play, but at times I couldn’t click on anything anymore unfortunately.

Simple but effective visuals, and real good Pizza Tower vibes once you really get going, good job!

Oh totally on the music front, and good to hear the difficulty curve felt right!

The vibes were pretty good here. I think the click area for the mites could be bigger, but other than that it was a pretty interesting ride going from nothing to something just by interacting with the UI. Writing was pretty good too! Good job.

Thanks for trying it!

Thank you!

Oh that was real slick using the bouncing as a mechanic to preserve your speed. At first I didn’t know how to get some of the enemies, but then I learned that and we were zooming!

Totally understandable, thanks for getting that far!

Real creative, and I appreciated the quick restart from where you died. Felt like an interactive comedy. Good job!

Thank you, I’ll have to consider it.

Thanks for playing!

The visuals were pretty slick, and the customization is simple and effective. Movement feels good, but I had some trouble throwing and grabbing at the same time.

That’s a good suggestion, thanks for the feedback!

That was very fast paced, but after a few runs I got the hang of the jukes. I still feel like there wound up being too many pawns, but it does make it feel good when you do manage to make it through. Those queens are no laughing matter either.

Pretty good and decent sized puzzle. I think the last two levels could’ve been flipped, but that’s being picky. Great job!

Looks pretty cute, but I’m really bad at this style of game. Good job getting it done.

Thank you!

Thanks!

Perfect fit for the theme. I think with some juice and animations it could be good stand alone. I actually really liked the image in the top right, but it depends on what you were going for.

Sorry you ran into that! I’ve had a couple of bugs noted so it probably wasn’t that you missed anything. If there’s anything in particular you remember I’d appreciate any details.

The overall concept is really solid, looks like there’s a lot you can do with it. The visuals especially were great.

Thank you!

That was a tough chess-like game! Great job!

Appreciate that you played through even though it wasn’t the prettiest!

I’m not one to play horror or anomaly games so I’m certain I kept messing up somewhere. I kept getting several days in then resetting to day 1 (which I thought might’ve been part of the “glitch reporting” but it’s probably the game over state). I did like how it felt fairly normal and very Tamagatchi until “spooky thing” happens and then suddenly “oh yeah back to normal”. I personally would’ve liked a little border around the game to really sell that you’re “playing a game in the game”. Maybe even look like a big Tamagatchi. On the whole good job!

Thanks for playing, I’ll have to design more levels then.

Some good Paper’s Please vibes here. I could not figure out any of the headlines so sounds like I shouldn’t be in that line of work 😅. It all felt really good, and especially cohesive. Great job.

Thank you for the feedback! Looking back, the “dark void” of a background certainly makes it harder than it has to be to gauge distances. I’ll keep that in mind for the future.

Pretty relaxing, but some of those were harder to figure out than I expected. Appreciate the note on author ordering as that really helped me. I also found it funny that when I knocked a book off to focus on another one, sometimes it would infinitely keep landing and falling off again. Overall great job!

Thanks!

Pretty neat spin on the match three! I liked trying to use the glitches to line up a big row, but it was also really easy to just focus on taking blocks out with the glitches instead of doing any matching at all. I also noticed the timers keep running when in the menu, not sure if that’s intended. I’d also like to mention how well the game controls and how nice it looks. Feels cohesive.

Might I ask, what do you have in mind when you say “progression”? Currently I’ve been trying to design a decent “difficulty curve” but perhaps you had in mind upgrades or different levels and such. I’ve also been looking into the Moonbit SDK, but it looks like the badges and scoreboards aren’t implemented there yet even though the docs have examples for it.

My favorite part was the subtle animations, those felt really satisfying even if it for “Defeat” 😅. Great aesthetics overall, and I hope you make this like an even better Chao Garden to-go in the future.

Cute visual for the firefly you control, and felt good to control even if the enemies occasionally got the jump on me. Feels at home on the console too.

I like the use of the lamp, and how cleanly the controls map to the different colors! I feel like there could be a special bonus for collecting several of the same color.

Appreciate the cute firefly visual. Tough to control, and makes it feel really nice when you get around a sharp corner. Feels like it fits at home on the console.

Thank you, and glad you liked the colors! Palettes can be really hard to set up and use sometimes.