Absolutely in love with the art style here as well as the incredibly ridiculous concept. I love the absurdity of it all. I started writing phone numbers down on paper so i could type them all out at once cause im a cheater lol. All of the funny little references are really charming and the dialogue is really funny. Over all the pixel art style is great in combination with the low poly work. The animation is adorable and maybe I'm reading too much into it, but it also comes off as a commentary of the loneliness epidemic seeing as how barely any of your friends pick up and you seemingly refuse to ask the people physically around you. Never ended up getting my chop sticks :''')
Emshen
Creator of
Recent community posts
Best game I've played so far. Incredibly elegant in its simplicity and the execution is incredibly clean. No complaints what so ever. Cute and tight art style. All I would want out of this game is an expansion of the players abilities. Things like freezing time for certain clocks on a cd. I'm not entirely sure what the different clocks do, but I imagine thats a good place to add different behaviors if you haven't all ready, like slower or faster clocks, or maybe ones that tick backwards.
Nice little game, the angled jumping is a fun way to navigate the terrain. There were a couple points in the level where if you missed an important jump to get onto a higher location there was no way really to recover before you ran out of time. I wish there was a counter so I could track how much time I had so I could strategically choose which paths to take. But I do like the idea that jumping on high number boxes required you to stay longer in order to get the most time I kinda wish there was a punish for being to greedy when you hit the left edge instead of getting dragged along by the window. Nice job
I like the concept of orchestrating a bunch of little ships with different abilities. Honestly I think I would like it more if there were even more ships you could control, whether they had the same 3 abilities or if they had new ones. I'm not sure where I see the theme of count down though, other than the general theme of anticipating the up coming boss. nice job
I really like the concept of being healed/being hurt while in an out of light. It lends itself really well to the trailing after your light vials and jumping around glowing enemies. Reminds me of oxygen management in games like Subnautica. Generally I think the enemies are a little too tanky to be satisfying in combat, but balance for stuff like that is finicky in a jam. I do like how the light vials felt when used as grenades. However, I'm not sure I understand what was causing my health max to be going down. Overall the art style is clean, soft, and consistent. Nice job

