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faerally

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A member registered Oct 23, 2025 · View creator page →

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This is a neat concept! I I like the idea of a skateboard-esque mechanic and wall grinding through a factory could be really cool -though I do wish there were a bit more assets in the world to move around and have fun with. I personally would have preferred additional obstacles or things to jump and skate around instead of just the few platforms before the first real platforming section. I also think adding a secondary jump out of a wall grind would be a good addition, especially if the character ends up attached to the wall a bit earlier than intended, it would be nice to make a second jump to get to the platform instead of just skating under it!

I think my biggest thing though is the visual contrast. It's really hard to see anything inside the factory level since everything is of a similar shade and value, and I had to crank my laptop brightness all the way up just to make heads or tails of where I was going. I think just shifting the lighting a tiny bit in value could be a really nice option to keep the atmosphere but make it a bit more accessible.

I'm going to be honest... I have no idea what I'm supposed to be doing. I managed to figure out that I'm supposed to find the pattern, but I don't really understand why or for what purpose. I think it might be a bit clearer if instead of a complete sushi piece already being there, there was some sort of indicator up top to show what you're trying to make, and the ingredients on their own to choose in order. I love the art though, and I think it could be a cool idea (if I'm understanding the concept correctly), just needs a bit more clarity.

I like the idea of the mechanic, but I wish the sprite in the middle stood out a little more - I played against Yuki and didn't notice it right away until it's expression changed, so for a second I didn't realize hitting L was actually doing anything. I think adding a few animations of the player characters moving/casting and maybe some audio feedback would really help get that message across though!

I also don't really know if I understand what's happening in the art. At first I thought it was in a church, but also there's wizards and a prisoner and some sort of sprite demon, and it feels a little bit disjointed. I do think the spell books and the starburst effect make it really clear that you are meant to button mash, though, nicely done!

Okay, I think I've figured out my issue: I'm a chronic multi-tapper - if I don't get immediate response, I'll sit there clicking until the cows come home, which in a game about morse code is not the greatest lol. Basically, the spell feedback feels a little bit delayed, so I think I thought my keyboard wasn't working when actually, the game thinks I'm making a combo move of a bunch of little taps. I almost wonder if maybe there's a way to adjust the visual feedback or add a delay to the combos based on what spells have been unlocked - kind of teach the player to press in a rhythm instead of button mashing.

Otherwise though, I adore the concept and like the art style!

I didn't realize the player character rotates at first - I love the monochrome, but I think it might have worked a tiny bit better if the player character was the same family of blue but a lighter value, instead of being a similar value but slightly more purple. Also, it's very quiet lol.

I do love that the fish feel really well weighted in terms of difficulty to catch, and I think the feedback for the line breaking was really clear and easy to understand. 

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The background music and baby sound effects definitely fed into the anxiety lol.  It feels a lot like the fishing mechanic in Stardew Valley, but I like this spin on it. I did find the baby's movement a little aggressive when it was close either side of the meter, I lost my rhythm a few times because my brain saw the baby freaking out and I overcorrected even though I was okay, so I personally would maybe like to see the baby's movement feel a little less jittery towards the sides, if that makes sense? I do also think maybe some on screen UI to show the mechanics might be nice, I did lose my first round because I forgot to check the description lol.

That being said, can confirm this is the kind of panic a very anxious parent with two broken arms might feel, babies are very wiggly haha