Pretty neat twin-stick shooter! The visuals are definitely strong here, and the CMYK asethetic works well for high contrast. The low-friction movement had me a bit worried at first, but even so, it still controls pretty well.
Gardenia
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I like the variation on some of the NPCs and how some of them have a higher or lower search radius, or have a sweeping or erratic pattern to searching. It gets more challenging, especially when additional drunks or cops are on the street.
Ranking: S-S-S-S-B-B
I like how the 1950s is captured here, and the music is pretty fitting, as well. I noticed how most of the difficulty comes from managing the crowds of enemies and keeping them away from the cars, rather than necessarily defeating every enemy on screen. This adds a lot more strategy to defending the cars as they go along the conveyor belt, and I had fun pushing away the enemies.
I like a good game of billiards, though I’m not very good at it, lol. The rogue-lite elements of the game are pretty interesting, and I can see some potential for big plays with some of the unique balls. The adjustable camera is a nice feature, but the default top-down perspective is my favorite since it gives the game a more arcade presentation.
I’m not sure what caused this fight between this goose and other geese, but I can only assume that they’re fighting over a rare hockey stick variant that deals +30 freezing damage. Anyways, I like the backdrops for the game. They remind me of a story book, which combined with the geese fighting, provides a pretty funny contrast. It took me a bit to understand how the freezing works, but once I figured out when it occurs, I knew to focus on enemies with more damage while kiting so I could clear rounds more easily.
One of my favorite levels here has to be the tire level. The circular shape of the course works surprisingly well with the controls, and it sometimes felt like I was drifting. The low-gravity environment made things a bit tricky for the other courses, but for the tire, it works really well in its favor.
Excellent art and presentation! Though I don’t usually gravitate towards turn-based combat, I like the stamina conservation that’s baked into the combat. I can easily see this becoming more important as the game goes on, where more powerful attacks may be needed, but each one can take up a significant amount of stamina, thus requiring more strategy.
Pretty cool presentation, overall! I can easily see there being some rogue-lite elements added in the future. I think I encountered a bug where the camera moves downwards constantly, but it didn’t appear when I refreshed the page. Despite this, it was fun trying to complete the level as quickly as possible.
Yep, we’ve all been there trying to complete an assignment late at night. Took me a few tries to beat the game, but I managed to find a good way of managing all of the stats. Some of them options ended up being better in the long run since they helped maintain the bar better without taking up too much time. I think with some balancing, each option can have its own unique strategy. Other than that, I like the pixel art on display!
The platforming is definitely on point, and the ways you can summon platforms offers several ways for players to get through each stage. I found that you move pretty fast in this game – almost too fast. I think some sort of middle ground between moving fast and moving too slow might help with this. Otherwise, this is a solid platformer!
I like how the game is sort of a lite tower-defense, if that makes any sense. The art style is definitely the strongest part of this game. I’m wondering, though: to get these sprites, did you render them from 3D models and then touch them up a bit to make certain parts more readable? I ask because I’m thinking of taking up a technique like this in the future, just as a way of blending two different visual mediums.
It’s pretty difficult, but I like the puzzle platforming elements involved in getting the packages to the houses. The dash mechanic also has a lot of potential, for you can use it to quickly bring down your speed as needed. I think that with some tighter maneuvering, you could use the dashing to its fullest advantage.





