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DustyCoffee

86
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6
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A member registered Jan 12, 2020 · View creator page →

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Thanks a lot, and a good leason to teach your children. 

I am very much in thinking of making this into a puzzle platformers in which each level would have a few sublevels you could freely change between and would need to, to solve the level. 

And yes, the mechanic of switching level would have to be introduced very obviously to the player. 

Thanks for the feedback! 

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Nice use of particles. I found control fine enough (or maybe it wasn't described on the page earlier?).  Maybe leaning more into the theme would have spiced the gameplay up, as it felt more of a normal firefighter game

Don't uuuhh and aahhh at me! hate you. 5/7 :D

Didn't like the jumping, it felt random, but maybe that was the rage-inducing part?

The firefighter model is fantastic. Didn't quite get the gameplay, the firefighters didn't seem to put out the fire. But very nice try for a one-man game!

Cute armadillo. Maybe it was meant for controller, but keyboard/mouse control were weird,  since it went different directions as expected, maybe I didn't understand when to press space.

The idea is very nice, but I had a difficult time feeling when I was doing something right, and not just frantically trying to move stuff a little bit.

As others have said, defiantly a good start. A bit of music and sounds and some feedback of when the symbol changes, and you'd have a very nice version of your game. 

Do you think it would have worked better if the small cubes were only shot in a specific area, and turn it into a sort of obstacle to get through?

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Ah yes. I'm very likely expanding this and thinking about making it a puzzle platformer. Each level would have a few "sublevels" that you change between (like the current switching level mechanic). I would then make the switching of sublevels into an action in the game and not in the UI.

Should be the 2nd sentence on the game page and also described in the "how does this game fit the theme" on the submission/rating page. But I maybe I should describe it in game, or what? 

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You are supposed to change level, in which there is no wall and go forward. Only obstacles are changed on level switch, so you stay in the same position. 

It was meant as the game/developer not being in control of the player's progression, like many platformers that have simple linear progression. 

Thanks for the feedback, it could definitely have been made into more of a puzzle game, and I think the switching levels mechanic would fit that well. Right now, it was only meant as freedom for the player. 

Nice idea, very good feedback with both audio and visible typing mistakes, it felt very natural to find the correct keyboard smashing rhythm. 

Create job for a solo submission! Looked very nice. I felt the controls were overly sensitive (even given the theme), and maybe bumps in the wheels or other out of control mechanics could be explored.

Think I got the idea, and nice game, but was unable to move the Red girl after switched back to it from the opposite/Green girl.

Same issue for me.

Nice little game. Didn't quite understand how things and friends got out of control,.

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Thanks! How did you like that you could freely change levels and stay in the same location? It  was meant as part of the theme, but I am unsure how fun of a mechanic it turned out to be.

Very nice job, it was smooth controls and very pleasing ascetics and animations. Only small thing is that you could run fast into walls, so enemies became very fast while you didn't move.

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Well put together, I liked the adjusting camera so you could see the glorious snake you were building. Not a fan of how the theme was implemented, I didn't get a feeling of enemies being out of control. More challenging enemies would also have been nice.

Well put together  game. The rotating map/game was a nice touch. Maybe an some indication of what controls changed would have helped while still keeping in fun and challenging. 

A nice enjoyable experience.  I know the game was supposed to be frustrating, but maybe a very small hints when people got stuck on a level for too long would have been nice

Hey, nice concept! And actually, very nice menu UI! The cooldown between changing view/movement mode could have used some indication. I would also suggest to write controls on the itch page, for stupid people like me who can't read what is on the screen.

Who has that many people text them!!? This was a fun game (some messages and responses made me chuckle) and was a refreshing and serious take on the theme. The game played and felt good. Very very nice submission 

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Haha, I broke so many pots!! Loved the sneezes that went away.  The starting camera movement was very nice and smooth. Controls and ingame camera movement was a bit funky, but overall nice game.

Fantastic aesthetics! So many sharks ate my babies, but it was fun and chaotic at the end around a 4000 score

I didn't quite get how to stop the defunding.  The controls very nice enough, and the game otherwise easy to understand.

I really didn't understand the theme in the  game. I was able to slow the ball down and up.

Stupid baby, 5/7 :D

Beautiful game! Think I like the concept, but got stuck early, but that is probably on my part.

Always funny to charge into objects make them fly :D Was a pretty game with nice colors as well.

Hey, the first game I completed! The game was easy to pick up, good job on that, and the concept easy to understand.

Well built game, and a nice concept! I did feel a bit nauseated when the camera view turning.

Unfortunately, I suddenly couldn't place more walls :(  The retro style and the music was nice!

Love the -_- character face jumping up and down! Music was very loud at my settings. 

Controls felt good and enemies seemed well made in the way they follow you. Would have been nice to feel the theme earlier in the game.

Fun little game.  Would have been fun to be more out of control in some fun way, maybe by rotating the platform constantly.

If it the party lights lever, that was just an extra reward for completing the game. You should have gotten a voice prompt notifying you of completion. 

Uh! Thanks for posting your playthrough. Haven't had people do that before.

You actually stopped another assassination by closing the curtains, that is why it took extra time to finish. 

You can actually control time with the , . and M keys. 

Other people had similar issues, here was my reply to them:

On a new attempt, after your target dies, open up your notes (press TAB), to see the cause of death and time of death. Then find out who kills him and try trace the steps the killer takes and try to figure out how to stop him. (There are multiple killers, each with a few different ways of stopping them).

(One death might not leave a note, it seems like we forgot that. You should follow your target to discover what happens to him)