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feazeyu

26
Posts
7
Followers
A member registered Feb 19, 2025 · View creator page →

Creator of

Recent community posts

It works, I haven't encountered any bugs, and the addition of AI opponents is nice.

I am not a Prší enjoyer, and sněží certainly looks a little more complex, which is nice. Might play it in a pub with physical cards someday.

2025-05-15 13:13:48 Start

2025-05-15 13:17:10 End, Cool and simple.

The hardest part for me was pressing the tutorial and finding out that E does something, otherwise a cool, fully functional platformer.

2025-05-15 13:07:57 Start (No sound, radar mode)

2025-05-15 13:11:38 End

2025-05-15 13:12:38 I can see what you're going for here, it's very nicely done, I can imagine it certainly being an experience for a blind person

I also appreciate all the menus, settings etc. Add little arrows to the side to see if I can scroll left right up etc.?

2025-05-15 13:00:09 Start

2025-05-15 13:00:44 What are you hiding on the left? Why can I build there?

2025-05-15 13:02:27 End

The prototype works as well as any, with more content I can see the game being fun. As of now however, there's not much to talk about.

2025-05-15 13:05:07 My towers suddenly turned blue after discovering that you can control the camera. Why?

2025-05-15 12:52:58 Start

2025-05-15 12:53:29 Jump doesn't like touching walls

2025-05-15 12:58:09 Gave up in the third level

I can see this being an interesting puzzle game, however, the movement is terrible. Jump is inconsistent and the aforementioned sticky walls make me want to press control+w, which closes the tab. I haven't seen any levels that require you to crouch, but if there are any, I can imagine that crouching on control could be an issue.

2025-05-15 12:44:37 Start

2025-05-15 12:44:59 Full screen breaks? Nevermind, clicking fixes it.

2025-05-15 12:48:42 Completed the second level

2025-05-15 12:50:22 Third, ending here.

The art is wonderful, I haven't played with headphones but I imagine that the music is aswell. The game is intuitive, and works very well, very polished. However, I'd like a final score/rating after finishing a level. Nonetheless - a very good game overall.

025-05-15 12:40:19 Start

2025-05-15 12:40:48

Tilemaps are not sorted correctly, stuff goes under the path all the time.

Mountains don't fit together all that well.

2025-05-15 12:42:03 Player collider feels too tall

2025-05-15 12:43:07 Should I be able to attack? If so, I haven't managed to figure out how.

Diagonal movement is faster than horizontal and vertical

Overall, I don't see much of a game here yet, but it could turn into something.

2025-05-15 12:36:02 Start and end, pretty much.

There's not much to say, the project might've been too ambitious or something, but there's no gameplay as far as I can see. I can imagine most of the time has been spent on making models, if they're homemade.

Why is Q/E reversed? Might be just me, but I feel like [E] should tilt me to the right, not the other way around.

2025-05-15 12:21:43 Start

2025-05-15 12:23:37 First level completed

2025-05-15 12:25:15 Eight level completed (skipped the inbetweens)

I feel like the game could use the later levels being more difficult - for example if you choose the wrong way, you shouldn't immediately know that it was wrong, but could be led into a branch, where eventually every answer leads to a dead end. Otherwise it works fine, I haven't encountered any bugs.

2025-04-17 13:25:13 Start

2025-04-17 13:26:18 Door open

2025-04-17 13:27:46 Finish

Short and sweet, I liked the confetti and the cutscene. Spitters don't spit for some reason, but otherwise the level is well designed and playable.

2025-04-17 13:11:51 Start

2025-04-17 13:13:28 Geometry dash section

2025-04-17 13:13:44 Alt-tabbing broke the game?

2025-04-17 13:13:54 rerun

2025-04-17 13:14:58 Melee doesn't work..?

2025-04-17 13:15:47 Dead. Not rerunning again.

My biggest problem is the camera, being able to jump higher than you can see is very annoying. Other than that, I didn't like melee not damaging enemies and the long empty hallways.

2025-04-17 13:08:52 Start

2025-04-17 13:09:21 Camera/Window size is broken

2025-04-17 13:10:31 Can't figure out how to get to the blue portal.

If I could see something, I'd be able to comment. Like this though, it is just a claustrophobic confusing maze, which might be precisely what the author wanted, however from my perspective it's not enjoyable.

2025-04-17 13:06:19 Start

2025-04-17 13:08:08 Finish

Simple, readable level. It works, not much else to say.

2025-04-17 13:00:17 Start

2025-04-17 13:01:41 Death in the bubblegum

2025-04-17 13:02:05 Got stuck in the death animation

2025-04-17 13:02:55 Leap of faith into doom.

I can't say much about the level design other than that it is a confusing mess. Getting showered with goop from second one is not something I enjoyed.

Tons of locked doors with no apparent unlocking mechanisms. I might've enjoyed figuring out what opens what if I didn't run the risk of losing all progress spontaneously due to acid instakilling and afterwards bricking the game.

2025-04-17 12:56:17 Start

2025-04-17 12:57:03 Cutscenes!

2025-04-17 12:58:11 Second door

2025-04-17 12:58:35 Third door

I like the design, it's very readable. The cutscenes showing door opening are neat aswell. I appreciate the inclusion of coins, so there's something to collect while running around. Good job all around.

2025-04-17 12:49:39 Start

2025-04-17 12:50:31 Woah, cutscene

2025-04-17 12:51:28 Second one!

2025-04-17 12:52:46 More cutscenes.

2025-04-17 12:53:57 Got to the sliding section, its end is very sketchy. I hate it.

I really like what was done here, and see the work put into it. The only gripe I have with it is that the camera could be zoomed out a little bit more, and the spikes resetting you back are annoying. I understand why that was done from a game design perspective though.

2025-04-17 12:44:13 Start

2025-04-17 12:45:51 Waiting for the ferry...

2025-04-17 12:46:24 Finally got past the gum

2025-04-17 12:47:05 Got to the final? door that is not open for some reason, don't know where the pressure plate is.

I really like what the author did with this project, one can see the time spent with decorating the level.

Also, I appreciate that they've started the level with a tutorial. Not many people did that.

2025-04-17 12:40:02 Start

2025-04-17 12:40:49 Suspicious root encountered.

2025-04-17 12:42:17 Fell into the bubblegum pit. Not running through the game again.

The level design is again, very confusing. There are long hallways with jumps that I do not see the ends of and don't know if I'd be able to get back from them, not a huge fan of those.

However, I like what the author did with the light and the flashlight powerup.

Instakill bubblegum is straight bs tho, give me checkpoints.

2025-04-17 12:36:22 Start

2025-04-17 12:38:20 Entered bossfight, dunno what to do.

2025-04-17 12:38:41 Fell down.

I am not going back up, for some reason the author decided to absolutely mutilate the movement, and the result is not good. The movement is way too floaty and way too quick for the camera space we're given.

2025-04-17 12:31:54 Start

2025-04-17 12:33:54 Annoying head-hitting jump at the top of the first tower raeched and failed repeatedly

2025-04-17 12:34:55 Annoying mistimed tilted moving platforms, giving up

Overall, I haven't seen a lot of the level, but obviously the author took inspiration from "foddian" aka. rage games. They did a good job.

2025-04-17 12:27:32 Start
2025-04-17 12:27:58 Teleported back for some reason
2025-04-17 12:28:15 Next level?
2025-04-17 12:29:15 Next level.
2025-04-17 12:29:52 Finish

Overall, the levels are veruy confusing, with the direction where the player should go not being obvious at first glance, which might be intended and a good thing?

However, there are a lot of "leaps of faith" that don't enrich the gameplay in any way whatsoever.

What I like is that you've managed to get the UI to work somehow.

We've had a similiar idea. Neat!

With some clever level design I can see this having some cool head scratch inducing levels

I haven't noticed I didn't press publish on this one...
It was written a week ago, tho!