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ekhoecho3

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A member registered Sep 08, 2023 · View creator page →

Creator of

Recent community posts

1- not really, though it is fun to talk to people and get in the car. It does read more as an exploration of game mechanics than anything else though.

2- very fun, please tell me there's a honk button because WHY ARE YOU PEOPLE IN THE MIDDLE OF TWO LANES AUUUUUGHHH

1.) I first ran into the boxes because I thought they were the sprite itself, but yes, they're a good indicator. With more complex sprites and backgrounds, I think it'll be clearer.

2.) I would! I think it's fun figuring out who wants what and where to find each object to trade up. Maybe change the conditional dialogue so that he doesn't ask for a shramp every time because that starts getting a little repetitive, but I think you have a really fun game so far. :D

It's easy to figure out the size change as the player starts off in an area where the door is too small for the player to fit through.

I think having consumables respawn and create puzzles based around unlocking a door could create an interesting level where the goal is clear but the method of achieving said goal is convoluted.

Also in the second level, I touched a small circle and it obliterated the player character. Perhaps I shrunk too small?

1.) It feels very random and there's no indication of why I'm picking up what I am, how to get back to a previous area, or how to move forward. I think it has potential, but the lack of a clear goal makes it confusing.

2.) Frustrated because there was no clear objective. If I set that aside, honestly a little bored. There feels like there's no reason to be moving through the area, picking up a key or glasses, or petting the cat; it feels like things exist solely to Exist.

1.) I didn't really notice the environment changing to show time until I saw the question. It does read as something changing but I wouldn't have guessed it was the sun setting. Maybe add an indicator of a Sun setting to the background?

2.) I like the road width as it is, and found it amusing that you can drive into opposing traffic :P
If you wanted to fill up the screen, you could add trees and other sprites to decorate the empty space a bit?

love the backgrounds and how they get more and more whimsical

1.) I love the loss of focus from "i hate running" to exploring the world and crunching on leaves and looking at frogs and slugs on the ground.

2.) Despite it being just a straight line and interacting with various things on the way, the backgrounds and the palettes and animations are gorgeous to look at.

1.) I think having some areas be harder to navigate would be interesting- like how someone else said: make the first swamp area a little like a maze would work really well. 

2.) Some varied text when picking up a fly would be nice. I also think that the game would work better with a larger map - more pathways leading to different rooms with different challenges on how to obtain the flies.
(also, is the middle left fly in the second room supposed to be obtainable?)

1.) I think the use of switches and colouring in the specific sprite for which room you are in works really well.

2.) As it stands currently, there doesn't feel like there is a end goal. If there is, I can't easily find it. I think adding a puzzle aspect to the rooms would be interesting. Maybe in one palette you can't see the key because it's yellow on yellow, but in another you can, and so you can grab it to unlock a door.

2a.) The little story is cute and I like use of value and tone to create a lighter or darker atmosphere with the one colour.

2b.) It got a little confusing in places, especially when the barrier could be broken (on the snowy hill there's some snow that isn't a wall, and you can get above the invisible barrier) but overall, the dialogue and the unique sprites made it intuitive on where to go.