Very fun. The game looks beautiful and hitting the balls everywhere is so satisfying!
Fainspirit
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The run loss messages are cute, had to put the window at 80% scaling and roughly square to position things right.
The low health is a bit brutal, especially since it doesn't regenerate at all.
It also felt like the music got very out of sync, with the displayed notes falling behind quite a lot (and dying when I played them on beat)
Cool concept. I appreciate the ability to adjust mouse sensitivity!
It was nice to read all the info on each furniture, though the master bathroom was in a sorry state haha. The worldbuilding with the diary pages was nice.
I found a key in the dresser but it didn't go to any door? (Expected it to go to the lounge or the hall door)
Would have been nice if there was bgm.
The framerate got a little choppy but not too bad.
Gameplay felt very smooth, and the enemy types interesting! The tutorial was well done and the music and sounds fit very well.
I liked the stun on the bow and the big knockback from the pulse! I also love the drone enemy.
Only complaint is that the archer enemy was hard to distinguish until it shot at me.
Cute art with satisfying mechanics! Shooting off the walls was quite fun.
The physics were a bit too floaty for my tastes, but it was manageable and the movement options felt good. The biggest issue was the stored velocity where I could not turn around without using a blast.
First run I ran out of time with one robot remaining, second time got them all with 0:32 left.
Nice music and cute theme!
The first level had the world light up around you... then it was just fumbling blindly in the dark!
I accidentally used all my shocks on level 1 and had no way to charge the star on level 2. Level 4 is impossible since you are out of charge? This also makes shocking the fish pointless and actively harmful.
It wasn't immediately clear it was tank controls, perhaps allow the player to rotate in place?
The exit portal still made sound but did not let me win if I touched it in the dark.
Neat little game!
Please don't make me restart the *entire game* for failing a level, especially when the hazard jumps are so precise!
It wasn't clear when I had electricity in my hand or not. Also, when I was told I could use the hand for other purposes, I tried to drain the hazard and was a little disappointed I could not.
It was also unclear why some plugs worked with some sockets and some didn't?
The menu was lovely, the difficulty was weird. Level 2 had a very precise jump (in the dark) and I didn't realize power was limited until I was permanently out.
The panicked escape section was cool but restarting the whole attempt when dying felt harsh with the precision required.
I think spending time on the music and menu is perfectly fine, it was a good balance!
Very fun once I figured out the early game, would be nice to be able to spawn the wave sooner. I had infinite resources and weaponry by the time the first boss came.
This game makes me feel like I'm playing Factorio with how many circuits I have to make. (in a good way!)
(No circuits factory D:)
Seems like a bug that your turrets can hit dropped scrap piles.
Also, what does power pulser do?
The keybinds were weird but I got used to them after hitting escape and going out of fullscreen half a dozen times .w.

This is cute! Fun mechanics and nice art and music.
It would be nice if the movement showed an arrow or max range so I didn't have to hunt down where 8 tiles away was! The circle also kinda blends in with the tiles.

It would be nice to move the camera with WASD (or the cursor + have the camera follow that)
Shriek is selectable while moving, then auto cancels upon arriving. Might be nice to disable the button if you aren't stationary.
I also think the level design would be more interesting gradually mixing the enemy types instead of all the same. That way the spreads and order are a bit more varied! (And of course, more maps?!)
The camera could also move to enemy position a little faster, found that it was pretty slow waiting for that for the enemy to be able to move.
I appreciate the volume warning, funny game
10/10 secure password. Good job grandma.
(On that note, I wonder if I had my grandma turn screen rotation back off...)
The "why hello there" plays when you focus the window, and the main narration starts immediately. Since the game opens in a new window, this results in the audio overlapping unless you're really quick with it.
Made it to the EMP!
The hitboxes on the batteries felt a bit small, and they were kinda hard to notice (maybe give them a thicker outline?)
Not sure if it was intentional but it was fun using the enemies as platforms. I also originally thought I had to shock them TWICE, especially since they can still damage you when "killed" (the breaking animation).
The description mentions shots and recoil but we have a shockwave attack? I'm a bit confused there.
Cute little puzzle game, successfully saved the computer! \o/
The mechanics were neat, though it would be nice if the player hitbox was smaller (maybe just the feet?) to make standing on the checkered tiles easier.
I appreciate the audio slider, but there's no audio at that point so it's hard to meaningfully set the volume!
Neat concept, the idea of a "reverse survivors" game is kinda cool.
Loved the grass/tree/leaf texture you used for the walls and the robot step sfx.
I don't know if the gameplay was especially interesting though? I got to 948 on wave 25 but I had to actively try to lose and it took 3 waves to do so. Since you keep going if even a single human is left, it's not that hard to just go and go forever.
The game also got VERY laggy starting around wave 16 when there were a lot of humans bunching up.
I bought a few upgrades but didn't really feel like I would have a different experience playing again. I got something that "weakens human abilities" ... what abilities?
Neat platformer, felt fairly good to play. The enemies with shields were cool.
The physics felt a little bit floaty? It was hard to stop myself where I wanted to land, but I don't play a lot of platformers so it may have been a skill issue. The platform with the shield turrets underneath felt like a very high difficulty spike.
It would be nice if the gun was autofire when held rather than promoting spam clicking. There was also a message when dying that was already fading and hard to read.
What a fun puzzle game! The background music was calm and fit well, and the graphics were clean and readable. I loved the "snap" when putting a battery into a slot!
Looping a charge was NOT expected and was very unique! The last level was challenging but fun.
Fullscreen would be nice, and I noticed that I cannot drag the 3/4 power batteries out of their slots after placing them and sending the charge?
Once I figured it out, the mechanics are very fun!
The game initially wouldn't let me zap the first wall open (I tried +2/-2/and a bunch of other values) before I reloaded and tried again. It wasn't apparent that the orbs are checkpoints (they are sorta hard to see in general)
It was not immediately apparent that the floating numbers were indicating attacks.
The game would also benefit massively from having sound.
The aesthetic of the shader is very cool but it made some of the tiles very visually noisy and hard to read. Loved the animation on the charge bar. The charge flip tile has no indicator at all, which was rough.
I also found myself losing charge from + tiles against the first enemy. The enemy had a - charge, so I attacked him with + charge which just gave him more health. It feels strange that the instructiosn say to use the opposite charge, but you are actually supposed to use the same charge.
Neat game, interesting core loop.
Clicking the jump points felt like my inputs were dropped sometimes. Unsure if it's a time window thing (I had already died) or a hitbox precision thing. I think that given how short the window of opportunity is, a more generous hitbox (or larger window) would be nice since a lot of that time is spent waiting for the camera to move into place. The camera felt way too slow in general.
The "tutorial" mode didn't actually explain to do at all, what was its purpose?
Very fun game! It has been a while since I played something of this genre, and you certainly did it justice. The SFX and graphics are lovely, and the patterns were interesting and got to be challenging!
It felt a little weird that the level could go from a bunch of complex ladders with 3 bolts queued to straight easy ladders with one though, rather than continuing to ramp up, but it was nice to have some breathing room!

Cute hamster!
What does 5.H.0.C.K. stand for?
It was cute that we keep reviving the hamster to keep running, but I had it bug where despite 3 checkmarks (and 3 x) I couldn't escape that screen. I also liked the "kaizo" style spikes that moved as you approach ( assuming that was the intent? )
I also had some times where I ended up failing a jump, leading to a chain of constant revivals.
The second mode was more fun as I felt I had more control, but the surprise spikes felt worse on that mode.
I don't remember seeing a third trial?
Very fun game! The music, sprite, and puzzle design are all great! I beat every level, the final room was quite fun!
I did have a few times, especially when walking diagonally where I fell in a hole and didn't expect to.
It would also be nice if there was a slight indication that the floor panels were about to open. I found myself waiting a while just in case, so I didn't have to restart a room.



