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Fishking

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A member registered May 03, 2019 · View creator page →

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thanks for trying it!!

You added scroll wheel to change weapons, 10/10.

Have a video:


I bitched a lot at the beginning about using a modifier key to use mixtures, but I think it was fine, I got used to it. It'd be interesting if I had the previous direct bindings tho, kind of want to test it out.

There's something about the mobs that felt less rewarding to beat. This build, versus the previous one I played, feels a bit more messy. I've been trying to figure out why... But I think it's a mix of:

 * Too many enemy variations in general. I feel like as a whole it isn't very cohesive. And maybe I'm not even talking about gameplay, just visually. Maybe... Less variations of the same enemy, and to introduce more enemy types with different attacks instead would be cool.

 * Similarly, and this is probably then main thing, too many enemy types in one single wave. Like I felt like it was very common to have a thunder variation, a fire variation and an ice variation of the same enemy. It just looks/feels a bit random. If it was for particular waves that's fine, but it seemed that was the norm, the waves didn't seemed 'themed' or planned, they looked to me like it was always a bunch of random enemies thrown in.

 * Something that compounds the previous thing, is that the game starts without bombs. I had like a moment where in a room I had four guys in the middle of room following me around shooting the same kind of laser of different colors. It's not like it was hard or anything, but it just looked goofy. And then on the second floor, there are some waves that are just 3 bombs of different colors. Which again, felt a little one-note. The best waves are when you combine the enemies.

 * I like the map variety, but I feel like most don't need to be as big as they are. To me the game excels when the action is tight. I'm thinking like the big H or the huge cuadricular thing doesn't feel suuper interesting, if it was smaller I could see it working better. Like honestly I'd take me a small square room over them, because right away I'm dashing and doing shit.

But still, just like before, very cool game, it feels great to juggle lots of different things, change mixtures, change weapons, use the environment. is very cool.

also, in regards to the end of my last run, I hope hell treats you well!

Bretty good, here's a video!:

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Behold, gameplay:

(Start Leap starts at 45:28)

Fun! Feels good. Looks amazing. Music's great. Props.

Now, hopefully you can see my joy in my playthrough. I did have a bunch of feelings regarding the 'warp' thing.

First of all, until the end I still got confused wheter I should be forwards or backwards on some parts. I specially had trouble on the buttons. In retrospect though, I guess it's basically shoot at blue things, if no blue things, use recoil... Which sounds fine. But I'm just saying how I felt, I had the feeling of inconsistency with what you expected me as a player. I could be crazy.

Related, something that seems a bit weird to me is the overeliance on the 'warp' lines that shot you in a direction. Like if it's vertically, I get it, because the recoil doesn't get you very far vertically. But I felt like sometimes it was just kind of there in places where you could have just recoil boosted. Later levels are full of bump pads and warps and pendulums, and it's weird to me to disincentivize the apparent core mechanic of the game. I'm oversimplying though. Being more concrete, I felt like some horizontal 'warps' were unnecesary.

Finally, again with the warps, I think it's bad that you can warp backwards. Except in a level explicitly designed to be backtracked (which there's only one, and it's not even necesary then), this is never an option that the player wants. It's particularly tilting on a first playthrough of a level, sometimes I'm just going fast, I don't react to a warp line, I face left to use the recoil boost to fly towards the right, and all of a sudden I hit the warp on the back and fly away to the opposite side. I get that hitting the warp line is optimal, I'm okay with not getting that initial acceleration, but esentially getting punished for using the recoil boost feels really bad. The range where you can get a backwards warp is also really big, which again, not good, I'm trying to move forwards, I left the warp out of the field of view, and all of a sudden I'm going backwards at mach speed. Either the warps should work one way (with arrows pointing there, intead of dotted lines), or once you go through them they should fade away, or beats me.

So yeah, those are my two cents. Again, super cool game!!!

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warup. Played it. For background, I'm not a bullet-hell buff, but I like it a bit. Played some Touhou and Maiden & Spell.

Here's a video:

ermm...... tbh the biggest thing for me is that I didn't find it very interesting, I didn't notice anything unique gameplay-wise other than being like Touhou, except for the portal thing, but it looked like just a minor gimmick to me. Could be wrong tho, you'll tell me.

I wasn't hitting 60 FPS, so the experience was probably easier than it should have (still got cooked). Granted, I don't have a super good computer and I was recording with OBS, but I'd expect even then to consistently hit 60 FPS.

The mobs were pretty one note. And the bosses were okay... But some patterns felt a little bit iffy to me. Particularly, I didn't like two things:

* Bullets that instantly change velocity. I don't think it's a taboo, but I felt like I saw it a bit too much, and the changes were too drastic. I'm particularly talking about ones that were mostly stationary then shot at randomly. There isn't even any telegraph or graphic change or anything.

* Bullets that instantly spawn near you. I even got killed one time on one of these, which isn't a good feeling, because I felt it wasn't my fault.

The biggest reason why I don't like these two things (other than me getting hit by them, lol) is that it makes the patterns feel less like patterns and more like random stuff on the screen. Sudden bullet changes in position/velocity are jarring in my opinion.

I like the aesthetic and the character designs! Well, MC looks a bit plain, but the rest of the characters look interesting, and so does the UI and everything. I kind of vibe with the story from what little I could tell as well. So the game's got identity I felt like.

Then some misc stuff:

* Some bullets hide other bullets. In Parabola 2, there's a pattern with White Balls and Knives raining down. Both are white, so knives can sometimes overlap and become invisible basically. In Parabola 4 I had a similar feeling with both bullet types (dark and light)... Then again, bullet overlap is impossible to avoid, so idk about that one, I'm just telling you what I felt. But the thing in Parabola 2 could be improved for the player by changing the colors of the knives.

* Cursor doesn't match the cursor icon

* Q quits the game, but the thing is, Q is near so many other keys, I pressed it on accident. Making it hold to trigger or just, really, not having it, would be better.

* Kind of random, but I feel like it could use a more chuuni name.......... but maybe it's fine, I did try it after all

Sorry if I was too harsh!! I can tell there's passion behind it, good luck :)!

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very cute, I liked it, I know vikings ransacking villages is grim in theory, but it felt whimsical and fun to run around with your little guys stealing stuff and whacking people

Interesting concept. Your Turn to Die is my favorite game, and I'm a big fan of Danganronpa so in theory I should like this.

In my playthrough, I went through the initial scenes (influence game, eating). Then visited most rooms in the building interacting with stuff on the way. I just read that apparently you can set traps, but I didn't come across that option.

The thing I was most interested in, is the design and the systems. But I feel like I didn't get to see too much. Like, the prisonner's dilemma minigame, the food poisoning mechanics, the fact that you can put or inspect items in other people's rooms, I liked seeing the little tutorials explaining shit. But the systems are only presented, they aren't really used in any meaningul way. They sound interesting in paper, tho, so I'm curious at least.

Game in general feels janky, in performance, general presentation (like, showing all the results of the minigames of all the characters, or the 3D models of the characters), UX (camera controls are a bit strange. also right click both controls the camera AND triggers the pause menu) and other misc stuff (entering any room shows a message that's like 'This person is already dead, so you can go in', or the fact that some doors are really tiny). I feel like you're biting more than you can chew here in terms of scope. It reminds me a bit of Yandere Simulator, but this is even more ambitious. Ain't a crime if it'll be free though.

In regards to writing, I have nothing more to add than what you already know. Might be worth considering to write it in your native language, machine translate it and manually adjust it.

So yeah, I feel like I haven't seen enough about how the mechanics would work to be interested. But it was fun to run around and see what you cooked!

Alright, the mp system makes sense now so there's more decision making for sure. But holy shit, I just had the worst streak of unlucky hands ever, and no amount of mp could help me. No idea how could I have beaten this first try with no skills.

Yeah, I know, I don't know how did it in the first place, lol

Also yep, the aim is indeed for it to be mostly symmetric and for the opponents to feel like actual opponents taking decisions. But absolutely, it's not there right now, more work is needed.

Anyway, thanks for playing and sharing your opinion! :) :)

yeah that would explain it lol

I'll add something that isn't the tutorial just in the case, every hand you get 2 MP, but also regain 1 MP in the second bet. Meaning you can use three skills total per hand.

Since the enemies can't use skills themselves, it isn't impossible to win if you don't use them either, although odds aren't quite in your favor. It is pretty funny, tho, it becomes kind of just bullshit, lol.

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Thanks for trying it, bro.

Did you try using your skills on the community cards themselves?

What the tricks can do are fairly constrained, so you generally don't need to check everything. Like if you can hit a full house, you can use 'reveal' and 'values' to make sure it's an actual full house. You can also play it riskier and like use only one skill to check the community cards, and then try to use other contextual info to have some degree of confidence that the rest of the cards are you expect (and use the other skills to check your opponents card, or maybe you need to spend an MP on changing your own card to have something in the first place). What I mean with extra info is, if you have 4 players, everyone does only 1 trick, so if you're seeing two faded suits, plus your own trick, you only have one trick unnacounted for, which has a low probability of being like, a 'Tinker rank' on the exactly card you're expecting (although it could happen). Meanwhile a board without anything faded, probably has a couple of things 'tinkered', so it's riskier to rely on that info. If you apparently have something, you can also try raising on first bet to get some people to fold, and if have 1 on 1 you can read the opponent's hand and not necesarily know if you'll make your hand 100%, but you might be able to deduce if you can beat them. Or if they're raising, you might get a clue on something that's tricked if you see their hand. Stuff like that.

I did have thoughts on skills that gave more aggregated info over a bigger set of cards. Like a 'sum three consecutive cards' so you could verify if any got tricked, but don't get much other than that. On earlier iterations I did try to lean more on 'deduction',  the skills gave you more vague info, but I didn't really find the right way to make that good, lol. Like, it wasn't really deduction, it gave you a lot of info that ended up in like a 50%/ 50% and you often straight up lost anyway. So I found that giving more direct info like just straight up telling the value or the suit, kind of worked better.... Couple with this 'trick' system that reduces info on the community cards, plus the limited MP, meaning you can't validate literally all the info. My intent is that there's some element on deduction in choosing what info to get exactly with your limited resources. Emm... Not sure the depth of it, though. I'd venture not too much since I haven't iterated on it enough, but I'm not sure.....

The psychological aspect.... Is something I do want, but I'm getting the feel it's pretty tricky.... That's why AIs for the time being don't bluff, which ideally, they would, so it feels like... Poker. But uhhh it can't feel like bullshit either, the player should be able to win often if they play good, which is not like Poker, so not sure, not sure..........

thanks for trying it out! :)

yeah my b it's all quite rushed, thank you for playing!

I did just push a version that stops the game once you lose/win

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What was added since last DD are basically three things:


* Simplified the poker game. Just 5 regular community cards instead of the poker variant I had in last DD (which was REALLY cool btw). The bet system is simplified as well (no blind bets for example).

* Skills: You can use skills to see other people's cards or change your own

* Tricks: Every player in the table has the ability to mess with the community cards on round start

yeah there's a lot missing, my b, thanks for trying it despite that!!! i'll play yours as soon as i can bring myself to stop playing balatro.

'tis done. Ask and ye shall receive! Thanks for insisting!

Hey, thanks for checking in. I just uploaded an update with some QoL changes and fixes to the Steam version. If no bugs pop up, I'll make an Itchio build next week.

It's triggering me that I can't go to fullscreen. Options seem to be non-existant. Am I missing something? I seriously dislike playing windowed in a game where I have to aim with the mouse.

Oh, and, personally, I'd rather have a 'lab' where I can discover things for myself, rather than a tutorial. But that's just me, I don't really recomment it for other players, lol,

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> A different playtester suggested using a modifier key, like CTRL, to access the bottom row of chemicals. For instance, you'd press 2 to add one fire and CTRL+2 to add one ice. What do you think of that idea?

I'd have to try it, but attempting that right now strains my hand, I'm not a fan. I didn't want to overload my senses so I didn't try it on stream, but I was thinking of doing R and F, so it wraps around nicely around WASD. But at any rate, just in case, I don't think 5 and 6 are super bad, they're okay bindings. And they're intuitive for someone who just picks up the game.

>What about instantly filling up with a chemical if you hold its key down for a bit?

Eh, I don't like it, it feels like it'd slow me down. Maybe a modifier to do a full charge? Like Shift+2 and so forth (no idea if overloading the dash would be annoying, but it's just an idea). Although that only would make sense if it's a prevalent strategy, I'm naturally biased because full charges are all I did.

>I don't want to reduce the maximum number of charges since that would reduce the amount of combinations you can make by a large factor.

I see. Well, do what you think it's best.

>A tutorial that includes this is a high priority and should be in the next update.

Alright, but just in case, I was talking about an option in the menu that takes me to a "playground". My method of playing was to try incorporate new things in-between runs. It'd be nice if I could hop in that mode after any run to test stuff out, regardless of tutorials. I feel like for this game in particular, having a 'lab' would be thematic.

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What's up, played the game. I fucked it up and for the first minutes I wasn't showing the game, but I realized eventually:

I don't play FPS games, so take that into consideration, but I thought the game was neat. To be honest, with the difficulty and how sparse ammo was, combined with that I played like a bitch doing peek-a-boo at every corner, to me it felt like I was playing a survival horror game. Which is not a bad thing. But it didn't feel like I was playing the game 'the intended way'.

At any rate, I had fun. The only bad thing is that I didn't finish the level because I couldn't find where the key was. Your levels kind of... You know...

But fr a map would've been nice. I think Doom had that, yeah?

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I played your game, good sir:

I don't play FPS games. It seemed to me that with all the dive mechanics and shit, that your intention was to play really fast. But the few times I tried I died miserably. So instead I just peeked at every corner and slow-moed, and finally managed to die a bunch of times more and quit. Not sure if I would try it again. But I did honestly have a good time with it.

So yeah, the main thing I'd say is that the way I played it isn't particularly interesting. But I didn't know how else to play the game. If that makes sense. Again. Not a FPS player. So perhaps my opinion doesn't matter. At any rate, you have the stream if you're curious to see how I fared.

Good luck with the game!

Yo, cool mech game.

here's a strem:

Walked around, shot some dudes. In the story mode, I stopped in a spot where I kept dying to dude that was very far away. I never got to understand how to avoid his attack.

I think it's an interesting game. I'm curious to see harder levels, or what future scenarios there could be. But tbh, from what I played, the gameplay didn't click for me. There wasn't anything that got me excited while trying it. The enemies I fought seemed kind of just be standing there and shoot really slow missiles. But to be fair, I've never played a mech game,  and I don't really play FPS games, so yeah.

Something I wanted to mention that may be kind of silly but big fan of the anime girls. It's not only that the portraits are cute, but I really dig their designs.

So yeah, not a lot of feedback, but hopefully the footage is useful to you somehow. Good luck!

Cool game bro, here's a stream:

I'm very particular with my keybindings, and I struggled a bit to find something comfortable. I didn't quite find it, but I was getting there. The most annoying thing were how far away 5 and 6 are from WASD. And I didn't know where to put the weapon switch key. Let me change weapons with the scroll wheel and I will use the scythe, ty.

Hitting numbers keys multiple times to charge up feels cool, but it's also a bit tiring when you're going back and forth between elements. And it's specially annoying to hit 5 and 6, you pretty much have to stop moving. Another thing is, I usually just went for full charges and just mashed the number keys. But often I wasn't sure of if I hit it 3 or 4 times. For these reasons, I personally would prefer if there were 3 charges, or even 2, that would make it feel less annoying input wise for me.

I didn't figure out any complex combinations. I eventually figured out that Fire and Ice were weak points of some of the enemies, so my strategy was just to full charge them individually to deal with them. After a few runs I figured out that I could heal myself. And that's about it. But I liked the exploratory part of figuring that out (helped by the manual).

I would have liked a sort of training room with dummies or something to test stuff out. I like to experiment with mechanics normally, but I don't feel like you have too much room to try out stuff while you're fighting against dudes in the wild.

But at any rate, it feels pretty nice when you manage to do what you want in this game, it's super tight. I also felt like I learned new stuff after every run. And obviously, I bet it gets pretty nutty when you factor in chemical combinations. So yeah, pretty cool, looking forward to more updates!

Mmmmm, sure, I don't see why not. I'll wait for a bit before thinking of other platforms, though, I'm still following how the Steam release is evolving.

ohhh that sounds interesting. godspeed.

Hi, I played it! Here's a stream:


The main thing I'd mention is that it was a lot for me. I usually play games that are on the simple side. And this is anything but, there's lots of dialogue, lots of little things to remember, lots of UI to traverse, etc. These aren't negatives. But they're not really what I like to play, so I definitely zoned out a few times during gameplay. I was not good at it, to the point where I couldn't solve literally every puzzle I stumbled upon.

The thing that I see is that... The design seems brutal and not hand-holding at all. It just throws you out there and there's a bunch of items, documents, notes; 3 pages of things you can ask people about; lots of uncompleted boxes you can fill, etc. I just find like it's too easy to get stuck and have no idea how to progress. If you played Ace Attorney, I got filtered by the investigation portions because sometimes you had to click on a certain object or ask a person about a specific item before knowing to continue. And that's a game where you're solving a single specific thing and items you can click on are on 2D backgrounds. This seems 100 times worse, because you have a full 3D world to explore, there's so much more stuff you can interact with, so many more 'case pieces' that you need a filter to even reasonable search it, deductions you need to make and you can potentially be working on multiple cases at a time? That's what I'm thinking... But I don't know, maybe you've thought about this, maybe you have a hardcore audience who can tough it out. My brain's not big enough, I'm afraid.

Having said that, I did really like the idea that you're trying to implement. Like, the dialogue, all the systems, all the freedom you give the player. I think it's super ambitious and I'm very impressed by it. If you told me this was an old game made by a legit studio, I'd believe it.

Yo, warap. I played this. I'm not about roguelikes and that kind of stuff, but I'm always down to try them to see their mechanics. And this didn't disappoint, I thought the system was pretty nifty. It's very cool.

I stremed it in case you're interested:

One thing I want to mention, is that it's a bit exhausting to be able to pick how long the run will be if you roll high or low in the event selection screen. If possible I would have wanted to go faster and make the run shorter... But of course, the more  enemies you beat, the beefier you get, so I reluctantly kept trying to roll as low as possible to grind. But of course, I may feel like that because games like this aren't my jam.

But uh... I mean, this looks like a really, really solid concept. It's easy to pick-up, and if you can add more content and depth to it I totally see this doing well. I had fun with it!

Hi, thanks for playing!

I'm glad you liked it! Worry not, later cases are indeed more challenging. I'm obviously biased, but I'm pretty happy with how they're coming up.

Oh, and I really appreciate the corrections! Man, I've been looking at that 'Foresincs' card for a whole year and didn't even notice. Embarrassing. I've been using spellcheckers too, but that must've slipped through the cracks, I guess. I'll probably get a proper editor to review the whole thing at the end of the development cycle, because English is not my first language, so I imagine there're many lines that sound kind of sketchy.

Thanks again, I hope I can deliver something fun and solid in the end!!

Yep, you're absolutely right. What's funny is that what you say applies the most to people who are into the genre, so it's definitely something I want to address. Glad to hear you're interested, I'm hoping I can deliver some cool mysteries!

Yoo! Video is much appreciated! Thank youuuu.

Regarding plot density, every level will be similar to the demo: There'll be some character interactions and a bit of exploration of the chemistry between the cast, but for the most part it'll be pretty mystery-centric.

Regarding object examination, I have a few improvements in mind that tackle what you say. In general, though, the spirit is to plainly show what's relevant to solve the mysteries. In this case, since you can't inspect inside the cabin, you can't assume there's a hideout. Not sure yet the best way to communicate this, it's something I want to keep receiving feedback.

I made notes of a few other things you mentioned. Again, thank you very much!!

Mighty kind of you! I'm looking forward to it too!

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Hey! So, I just played both this and the previous one. Let me give you some of my thoughts. I'm just going to ramble, because it's going to take too much time to structure all of this.

So, first of all, I think it's really funny! The original Dream Team is hysterical. This Gamescom version is funny too, but it did feel a little less potent, some things didn't quite land for me (like the Retro part). Still had plenty of laughs, and I feel like doing a game that actually makes you laugh is pretty hard, but you do it every time man, so you're goated.

The absurdity of the situations in both games are great, you came up with some really funny ideas and bits for both cases. I also really like how nothing serious or really dramatic ever happens. But the style it's not wholesome either, so I feel like there's nothing quite like what you're doing. So I'm pretty interested in what else you can cook up.

Talking about the characters, Vreena is awesome, she's super cute, unhinged and hilarious, you did a great job with her. In general, her lines and her comments are super enjoyable. On the other side, I feel like Joe is a bit generic. It feels like he's there only to bounce off Vreena. I guess it's not necesarily a bad thing, but yeah. I mean, he's funny too. Then the rest of the cast was pretty cool too. In general everyone was interesting to talk to, since they all have their own ridiculous traits... And Vreena helps a lot here, because it's always funny how she interacts with all the different characters. Again, nitpicking, I felt like the guys in the Gamescon version were a bit more normal, if that's to be believed.

Art is cool! Again, I really liked Vreena's sprites in particular, but everyone's was nice.

Also, can I talk about Dream Team's case? I feel like the idea of the motive being snitching, is fricking genius, because not only is a bit clever how you get there (snitch is the only one other than killgore that's not on the list), but the answer that snitch is a snitch is just so ridiculous, it's great. I love it.

Uhhh, so I really liked the games, right? If I get nitpicky again, let me tell you things I felt could be improved in the writing:

* I felt like there were moments that felt a bit weird to me, where characters that are generally ridiculous suddenly get serious for a few lines. I'm thinking of like, there's a part where you're interrogating Snitch in the first game, and when you get something wrong he goes something like 'Are these really the guys who'll sent me to the chair?'. Or similarly, there's a part in the Gamescon where el Presidente also cuts Vreena off with something. Just thought it was a bit of a mood shift.

* I feel like you go a bit too ham with some lines. I guess this is going to depend on wheter you want to sell this, or you're just HOBBYing it, but I feel like like getting an editor or getting a second writing opinion could improve the overall product. My opinion obviously, I just think that it's just very unapologetically you (I'll mention just a thing in particular, the guard making a 'Genshin Impact' joke got me, but it also felt like kind of not cohesive with the character). Take that as you want.

* So, I feel like there's an obvious Ace Attorney comparison here... But while the formula is similar, I do feel like this is it's own thing. In particular, it's way more absurd, right? Which is great. I do wonder though, how that scales on a longer game. I don't know what your plans are with this (hopefully you'll want to make something long, 'cause I want to play), but I can see the level of absurdity and non-stop humor could get a bit stale. Because in general you want sort of ups and down in the narrative, right? And the demos so far have been all up, you know? So, yeah, I do have that question.

Oh, and I feel like this is important, these QoL would be great:

- A way to see which dialogue options the player has already seen

- A way to skip text without using 'A' (maybe holding another key), in case you want to skip already seen text without fear of selecting an unwanted option after said text ends

Okay, so I probably said too much. But yeah, I really liked it, you should do more. I wish it was an anime or something.

Have a video of me playing both parts, I sped up a few empty bits to make it a bit shorter. Still lots of empty silence, though:

You're the goat, thanks bro.

Heh, thanks.

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>It's become obvious the controls are not up to snuff, im thinking i'll make the balloon rotate on key taps instead of holding, that might give more control (+ more player gas). any other suggestions are welcome.

Yeah, I actually ended up tapping instead of holding, since I realized you're locking the angle into 8 directions. You could also just free that restriction and allow the player to accelerate in every angle, but I feel like you tried that and didn't like it.

>do you have any suggestions on the whole gravity part or is it something you can get used to?

I mean, just like you did, I could probably get used to it. Regarding alternatives, I'd say adding some dampening to the speed in the Y axis. So, if you're falling, and then you start accelerating to the right, the speed on the Y axis should gradually go to 0. Same deal if you have non-zero speed in the X axis and you start going up, or in any direction really, so that you gradually end up moving wherever you're accelerating towards. That feels more intuitive to me, but at the end of the day it's your call. Good luck man.

Hi, interesting concept! I've been meaning to play this since the last DD, now I finally have.

First thing first, walking around, hovering your cursor and entering rooms feels pretty cool, I liked that.

I had a bit of a struggle with the gameplay. I'm not good with strategy games or games with complex input, so that probably explains it, but it was exhausing for me to hold right clicking while clicking through so many options. Again, personal bias, take it with a grain of salt.

I felt like in general the only viable strategy to breach a place was to have a guy throw a stun grenade, and then enter yourself and shoot the barricade guys from behind. I don't know why would do anything different, but I couldn't really test that theory since there's only one real level where you have your team.

Also, doors really bothered me, I never knew where they were going to open, how many kicks it would take to break them, or at what exact range I could open them.

Mmm that's pretty much it I think. Here's a video of me playing:

'Sup, played it.

I think it looks cute! The sprites and the VFX are nice.

Immediatly after starting to play, the sound of the baloon bugged out and it just continued to play, so I ended up muting it.

Regarding the controls, you've probably got used to them and you're pretty good at the game, right? But um, I didn't quite like them personally, it felt a bit sluggish.  A lot of latency on the input too, which doesn't feel very good. The latency also seems to be changing depending on how long you're holding the direction keys. Holding a single key also makes everything bug out.

It's bit weird how the ballon interacts with gravity. Namely, when you start accelerating, whichever vertical speed you had stays constant. This is weird, because it means that if you're one the ground and you accelerate horizontally off a cliff, you won't fall. But if you're dropping from a distance and then accelerate horizontally, you keep falling. So there's like a lack of inertia, I guess it's the word, but only when you're accelerating. Something similar happens horizontally when you accelerate vertically.

Have a video of me playing the game. I didn't beat it because it bugged out at the end, sent me back like 3 screens, and I tilted:

Not really a lot to go on. Music's good. The only thing I'll mention is that I feel bad hearing the cat's howl on the Game Over.

It's just a way of saying the full game will be on Steam, the levels aren't even finished yet. I don't even know how you would check that the player wishlisted on steam from inside the game.

Thanks man!