I think the game is highly reminiscent of cup head in a way with all of its hand-drawn elements. I found it a little too easy as I was able to just keep spamming the space bar to shoot. The rate of fire was also a little slow for me. I think you should adjust that a little and perhaps make the difficulty harder with the enemies shooting more projectiles at you. The art is incredibly well done and the variety from the bosses are cool as well. Definitely make more enemies.
Eel.biscuits
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I like the premise of the game. The assets are fun and wacky and the city streets remind me oddly of Brooklyn. I did find some game-breaking bugs. I was able to drive off the map and I also was able to fly if I flipped the car onto a specific angle. There was also an instance where I fell through the map. The music is kind of repetitive. I think you guys have a good game but needs just a little more tweaking.
Not a conventional shooter. I like it. Spreading peace, love, and harmony, in the beginning, is not something commonly seen in shooters. Usually in a shooter, one shoots to kill. The beginning helps remove the player from any expectations for the later levels. I did not expect it to turn so dark later on in the game which is a good way to subvert expectations.
Nicely done, having the tutorial also be the intro screen is very clever. I think your levels are very well designed. The level-progression is paced well. I didn't find any huge difficult jumps. The last level was especially challenging. I played the game multiple times to try and get a flawless, zero death run.
Oddly fun game. I think you guys did a good job building on the concepts from QWOP. I think the game is a little difficult at first but eventually, I got the hang of it. There was one little "cheat method" that I kept using. If you just jump non-stop, you could travel some insane distances without really trying. I think maybe adding a cool down for the jump would mitigate this. I think the game is also entirely playable with one person. That was probably the reason why I discovered the jumping technique. Cool game.
Extremely creepy in a good way. I think you are a talented artist and I can see that in your games and animations. The animation is gritty and I think that it blends well with the semi-real background. I did encounter some bugs. Maybe I'm just dumb, but I could get out of the tunnel in one of the sections. I eventually figured it out.
This game reminds me a lot of Limbo. The boxes and electrical switches make for an interesting combination for different puzzles. I think the somber music doesn't really fit the tone of your game since the character and pig look so vibrant in color. The rigging for the zombie is exceptionally well done.
Fun game, definitely does not follow a traditional shmup. Launching the bulls into the air in the level after getting hammered was a relief. I think the game's low poly design is quite good.
I encountered a few different bugs. I think your colliders may be slightly off. I also fell through the map one time.
Awesome, the game has come a long way since I last saw it. I think you can also add some textures to your models and assets to further enhance the aesthetic of your game. The mouse sensitivity is a little jarring, I think lowering that may help. Maybe I'm misremembering but, I noticed you removed some of the original elevator choices I saw from playtesting. I assume this was due to time constraints. I think you should continue to build the game.
WOW, Absolutely Insane! Love It. I think you captured the feeling of absolute fear when you realize that you're barely clinging to reality after multiple sleepless nights of cramming. I often find myself listening to Lofi-Girl when studying and this definitely captures that vibe. The beginning track is actually really good. Where did you get it? Did you make it yourself? Think this game is a great commentary on toxic work and school crunch.
I love the art of your character. Super cute. The sound effects and bg music is pretty well done. the idea of using the flashlight to make jumping platforms is quite unique. I found that when the light begins to fade, I'm forced to make a decision quickly. Sometimes, the platforms may be offscreen out of my view. As a result, I was not immediately aware of where I was jumping. Overall a cool game, I think you can add some kind of complex story element too.
Definitely one of the more difficult platformers we've playtested. I would recommend toning down the difficulty just a bit in the later levels. I think with a little more tweaking and you would have yourself an excellent game. As usual, the art is great like in your other games. The level difficulty is easy to follow and gets progressively harder. I think you mentioned that you would continue to work on the game. I look forward to seeing more.