The lasso mechanic is fun but super hard for me XD. Well done!
ethanolmighty
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I liked the hand drawn art style and the mysterious writing was very intriguing.
I got to level 4. From what I saw, I would have liked more challenge. Maybe some tricky interactions between the buttons/doors. Maybe constraints on what shapes the player can switch between (instead of changing freely). I also didn't see any effect of rotating.
Well done on making a game!
Great atmosphere... That was scary! Good level design and the limited inventory space give it that Resident Evil 1 feeling.
For my game, I had a really similar idea with a flashlight that interacts strangely with stuff. Comparing the two is a fun lesson in game design for me (I think yours is more fun :) ), so I thank you for that!
Great game, well done!
Great level design! I think it fits the theme perfectly. The Pi room is a very clever secret. It's hard to find unless you've already played through the game and learned how the portals worked. It's also a very difficult room with lots of portals, so it makes sense that you'd want the player to master this skill before they find it!
I had a lot of fun playing. Well done!
This is an intriguing idea! I like the sound of the mechanics you were planning on adding. I think some positive / negative interactions between store combinations would add a little more strategy. I'm not sure if I cheated but it seemed like I just had to click "end day" a lot and I ended up with 10's of thousands of dollars. But hey, that was a nice feeling too XD.
Well done!
LOVE the concept! Really exciting idea you have here and good job on all the visuals. I did find the roots a bit glitchy to and got stuck quite a few times without the ability to make new roots so I could have used a reset level button. I would love to see some more advanced puzzles - I think this is a concept you could turn into something super fun!
Good job on the mechanics! The spaceship was really intuitive to fly around and felt really smooth. I liked the mechanic to use tab to switch the nav between the mission and the gas stations. The dialogue was a little distracting while the timer was going and I wasn't quite sure what completed the missions. Maybe the addition of an ability to collect once you get to a planet to have it feel more completed?
Interesting concepts and great job on the art! I loved how visually distinct the villages were.
I would have liked the option to have an ingame note pad of sorts to keep track of what I purchased the items at and what places at certain goods/prices. It was a bit difficult especially paired with the language challenge.
Ooof this game is hard! Great job making some really challenging puzzles that were fun to play. I had to give up at 37 and I would love for a hint on that one. The 3D solve was sneaky.. I didn't think it was very intuitive but luckily I got there anyway after mashing my keeb.. XD
*Edit* okay I got past 37.. I think I just need to keep taking "mental health breaks" from these very difficult puzzles haha
This is really impressive for a week's work! You guys make a great team!
I really enjoyed this game and it was clear a lot of work and thought went into it. I appreciated the responsiveness of the enemies getting hit like their attacks being interrupted when I womp them and multiple animations. The special attack was fun and satisfying as well! This game had Kill la Kill vibes which I really enjoyed.
I did feel like the controls weren't responsive enough and my character felt really sluggish in her movements which made the first boss really frustrating. Especially with the tornado attack being SO much faster than I was felt impossible to dodge.
Overall though great job!
There's a lot of cool content here. You have a lot of characters that can be put in the party with different abilities, a few different enemy types and random meteor effects. All the sprites look good!
I think it needed a little more time to fully come together. I think the gameplay experience would really benefit from some sound effects / cues, the ability to move in an L-shape instead of being restricted to a single direction, and the ability to pick up health/food without stopping on the square.
Well done making this game!
Thank you! I'm honored you played it for that long :)
The disco time was a last-minute addition that has received nothing but positive feedback so I'm glad I was able to get that in XD
I'm not sure what you mean about the timer. There should be a timer at the top of the screen that resets every time you start a new game.
Yeah I have the ghosts spawn randomly and unfortunately that means you can get swarmed and it feels a bit unfair. DIsco time is one of the ways I hoped to make it feel more fair. I didn't want to turn the spawn rate down too low or it would be boring. I think I'd have to move aware from pure randomness to avoid the unfair swarming problem.
Thanks for playing!
The mechanics are very simple, but you take that a long way with the very deliberate level design. Everything was well implemented. Very cool to include a leaderboard! The ability to vary the jump height felt good, and I think I even saw some Coyote time in there, which felt good too! The visuals, sound effects, and premise are all fun and lighthearted.
Well done!
I think it fits the theme pretty well with the bunny hiding in strange places. The path-finding for the player control was pretty good. I would have liked to have a more zoomed-out view or a directional indicator or something to help me see where the bunny was. The first time I wandered around the map and didn't see anything, and apparently the bunny escaped. As a player I wasn't really sure what my strategy was supposed to be to increase the chances I cross paths with the bunny before it escapes.
Well done making this game!
The black and white sketch art style is really cool! The character designs and medicines are so wacky! Would love to see some kind of side effects if I give the wrong medicine. Maybe the clients come back into the office with new symptoms and it gets a bit chaotic trying to manage them all.
Very creative and well executed. Well done!
Hey I also made a simple game where you kill ghosts but I took a lot longer to make it XD.
This is fun! I liked how the ghosts telegraph moves with their faces. I assume I have to git gud to shoot-jump over the big slidey ghost. I like the pause effect when you die and then you can jump right back into another round.
I think a few more tweaks would make it feel more fair. It was hard to time my dodges and I wanted an ability to stand still while pointing my gun.
Well done!

