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dynaheart

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A member registered Jun 05, 2024 · View creator page →

Creator of

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Amazing game. It really surprised me in the best possible way. At first it seemed like I'd be sneaking around trying to not get caught under the lights, but NAH MAN we ZOOMIN HERE

That grappling hook ties the whole game together. It lets you jump higher and move faster. Honestly idk which one of you came up with it but keep cookin fr

The arstyle reminds me of the title sequence from Catch Me If You Can which is a great fit

One little thing: Upon finishing a run I wasn't able to get back to the main menu. The button was there and it was pressable, it just didn't take me back. Otherwise, 10/10, I just adore how this plays

Level 2 was tricky, sad to hear the bug couldn't be caught in time :/ but I was able to finish it! Every other level works as intended 

The collision boxes don't always grow to the same size as the mushroom sprites. Perhaps if the sprites upscaled a bit before switching to the next one, their actual height would be clearer

I really liked the way the final level makes you use the platforms around you as a sort of bank for the time you need to give to become a child

I'm amazed at how many levels you were able to make in just 9 days (and without a team!!)

The controls were easy to pick up, however I personally prefer to play platformers with the arrow keys, so having those as an option would've been nice

You kinda have to figure out what is solid ground and what isn't (because even the background assets have black outlines), which was weird at first. After the second level, however, I realised it adds a second layer to the game? 🤔🤔Each level can be divided into a recon phase and an escape phase, kinda like Pizza Tower. The recon phase is important because as you progress through the level you take mental notes of which objects are solid and which ones aren't. You need the solid ones to go up and/or do the platforming sections, but you also need the non-solid ones to get down faster during the escape phase. It kept me sharp! I don't think I've ever seen background assets designed like this on purpose but it was a very clever decision

I made 585 on my first playthrough, who would've guessed I'd be such a good body snatcher?
The slow pace was a breath of fresh air imo. I don't think the game would be as somber as it is did it not pause for a moment every now and then.

Also, my body snatching partner is MEAN LOL

I liked it a lot!

Not many things in life are able to give me as big of a dopamine rush as John Mallcop's signature guitar riff. The graphics and gameplay bring me back to the NES. The game manages to do a lot with as little visual feedback as possible, and in a game about keeping track of many different things at once I appreciate that a lot. Needless to say the sound design goes hard. 

Also, the pop-up you get after catching someone is very much appreciated, I feel like I'm always pressing space on the wrong teen!

I got VERY invested on this, I feel like I'm close to finding an optimal path lololol and WHY ARE CARROTS WORTH THAT MUCH LMAO
I love the announcements being so surreal. The entire game just feels like a fever dream. Everything is grody. I hate shopping malls now. 10/10 I've already saved this game for later

Very fun and easy to pick up! One thing I wish is that the defensive weapons were a bit better, since as of now it's almost never worth it to switch from a toy sword to a shield or even a friendly bat. Otherwise, the game loop is fun and original, the artstyle is charming and the tooltips are very useful

The difficulty's forgiving which I very much enjoyed. I finished 2 out of 3 levels because I couldn't figure out the test one lolol, and also the gameplay reminded me of a Sokoban, albeit with the added twist of having to control two characters at once. Overall pretty fun! 

The menu's actually impressive considering the time constraints and it features many different settings. The cutscenes were fun to follow (LOVED reading something in Spanish around here). 

One thing I would tweak a lil bit is the speed at which the levels can be cleared. I found myself spamming shift and right key so I could bump against walls to waste movements until the minotaurs let me pass. I'd say a simple button to skip my turn would've been good!

Fun fact not even I can get 100% and I've played this hundreds of times while debugging LOL, thank you for playing and taking the time to write this!

Thanks for playing and taking the time to write this! I'm not surprised at the tutorial labels not being very effective, I added them in a very unwisely manner near the end 🫠 the lack of music was a risky decision from me, I wanted to see if I could add ambience focusing entirely on sound effects, but seeing the finished product I realise that music is JUST as important. Making a post-jam update at some point is absolutely within my plans, so this is very valuable feedback 😄 Thanks again!

Thank you for playing! I'm happy to hear you liked it so much 😄 That thing with the empty computer was intentional! It's the one part of the game that's all lore and no game, and also the one that pushed me to add an endless mode with no weird sequences like it LOL

I'll try to make my tutorials clearer in the future! Those labels were added very haphazardly so that's on me 😅 Thank you for playing!!

Thank you for playing!

Those are very kind words, Papers Please is one of my childhood games 😄 Thank you for playing!!

Glad to hear you liked it! I'm taking the bgm comment to heart! ambience is important 😁

My potato PC (windows bless her) couldn't run the game, but my artist's could! We really liked the graphics and the sound design! The audio was a little loud but that only took us by surprise the first time. A volume slider would be a good feature if you plan on working further on this game😁

My potato PC was sadly not able to get through the whole game, but I really liked what I WAS able to see 😁Was really excited to try this one, only criticism I have is that the mouse sensitivity was very high by default, especially since I'm used to using my mouse with my whole arm. I was able to adjust tho! Very nice graphics and sound, the enemies are simple but very well arranged, overall I really liked it!

I really like the graphics, they remind me of ol' flash games from way back when, same with the gameplay. I really like this kinda game and the fact that each lane has its own little quirks keeps the game fresh imo. Also very original take on the theme 😁

Thank you!! You're absolutely right talking about the music (or lack thereof), I was so focused on the sound effects that I couldn't think of what to put behind all of them 🤔🤔🤔Will be rating Achromatic in a minute or two, thanks for taking the time with Faceline!

Thank you very much! I was inspired by some of the... events going on with AI these days haha

Thank you for taking the time to write this (and for playing!!), the tasks and sounds feeling monotonous is actually what inspired the industrial aesthetic to begin with! (Secret between you n me: the original plot was that you played as a shapeshifter loose on the street) I'm honestly very happy to hear it wasn't too annoying hahaha

That's very nice to hear! I really enjoyed mixing the SFX together so I'm happy to learn others like how they turned out 😁

Thank you so much! I'm glad you enjoyed it and I appreciate the kind words 💜🌟

The concept caught my attention, and the execution was fantastic. This felt like an English assignment in the best possible way.

These double up as debugging sprites for me. Love them!