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Funkyvibes

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A member registered Nov 08, 2018 · View creator page →

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i played 3.0 the night after it came out and since then ive been trying to find out something more to say than "yeah, that's right. this is the correct state of the game."

i feel more in tune with the controls and the overall action flows better with your changes. 

also, can i say i appreciate having a little write up with the patch? love reading that kind of stuff and getting into the dev's mind.

thank you for making this game. take my greatest award "game id lose 30 minutes trying to run on a school chromebook".

everything youre planning sounds exciting and i can't wait to play it! while its a little sad there wont be more motor heart, i followed you last night because i know what you have coming next will be great.  i cant say enough that you and your team made something special!

i wanted to wait until i beat the game before commenting because i think you guys deserve to know you made something really fun (and thatd hold more weight if i could just finish my food)

this is a pretty tightly designed short game with strong stages, enemies, gauntlets, and bosses. i really want this is expanded into a full project because whats on display feels special.

the only thing i can knock it for, and the reason i cant beat the last boss despite banging my head against the wall, is the game feel?
it succeeds in making the mech this unruly, makeshift death machine that throws its weight around, reels from heavy blows, and demands the pilot have a firm understanding of the innate delay that comes with a mech. which is a unique experience im in love with! i just wish i had better feedback during play.

there are times where i want to jump, attack, or even turnaround and the game feels "unresponsive" due the action not coming out. which is incorrect because i grasp that what's happening is im either in recovery from one of my actions or recoiling from a hit.

some kind of error sfx when my input gets eaten or gust of steam when the mech is allowed to move again would go a long way in letting me know when a move didnt come out because i made an error so that i know what to keep in mind for the next run.

right now it's hard to react to things because i cant trust my mech. i cant direct it with confidence because it feels like a busted car sliding on the freeway instead of MY busted car that IM sliding on MY freeway with full knowledge of its bells and whistles.


so uh. please make more game. i would like more game. also make game tight er. 

thank   you.
 

(2 edits)

introspective.
another uh. touchdown. Todd.

Answering the question, "What if you were the Katamari Ball with more destructive tendencies" brought me a lot of joy. One of those game jam projects that I hope you play with a little longer to see what comes out of it. When I get big enough will Megazord Police Car come fight me? In future levels will I crash into planets? Thinking about it gets me excited!

I'm straight-up dog water at this game and I don't mind much because I find everything about it appealing. I think if you get some nice calming tracks over this like you'd here in Minecraft, Celeste, or Fez, you'd have a real gem for the "right before bed" or "by the campfire" genre of games.

Very cool concept and fantastic vibes through the art/music. Gameplay reminds me of those Wii U levels from Rayman Legends with more of a puzzle twist. I will say that some puzzles rely a lot of precognition and guesswork, I think having the block moving be real-time with the freedom to pause would make a smoother experience. Hope your team works on more stuff together!