I'm so glad you enjoyed the puppets, thank you! If you do decide to go back and play more, I should warn you that the pause menu lies, and the tutorial does not have the other two gems, or any shards to collect. The other levels aren't as fleshed out as the first, but the Spikus battle is worth it for the music
Mike
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I enjoyed how much strategy you worked into the concept. Do I go straight for the exit, or collect more dice for next time? The rate you lose health after popping just one small bubble does make the difficulty curve a bit steep though, so it kind of feels like the more difficult rooms require perfection. I never got past the 100 second timer, but I had fun trying.
Thank you! It's always nice to get feedback on the pitch and the music. The character's crouch was *supposed* to show the charge level, but between the non-linear charge (it goes to about 80% really quick, plateaus, and then ticks over to 100) and the way the crouch is animated, it turned out to be really subtle 😅 I had a similar problem with the enemies when I was trying to record a still scene for the pitch background 😛
Came for the puppet, stayed for the fun and engaging gameplay. I like that the mazes were big enough to need exploration, but not so big that I got lost or needed a map. The boss has a really neat design and was a good challenge. The attack felt really satisfying, although the dash could use a little work. Great job!
This is a very beautiful game and I loved the writing of all the characters, especially Roxy. I think it would have been more fun if there was more of a skill or puzzle aspect to the gun (like having to time the click to make the shot, or pick the correct transformation from a list), but I still had a really good time playing through.
This was a lot of fun. I was playing the Linux build, and I don't know if it was my machine or the build, but what I'm assuming was supposed to be cut scenes was just the screen going black until I hit escape, so I my have missed a bunch there. (looking at some of the other reviews I think yeah, I missed a bunch). I did enjoy all the in-game humor though, especially the delivery man's timing relative to the achievements, and the controls get fancier but kind more work too.
I'm going to have that song stuck in my head for ages :P It's a good song, but it's a pretty short loop for how long the game is. I did appreciate the other song for battles though, and the transition between the two was smooth.
I thought the boss and enemy AI was pretty good. I liked how clear it was what kind of throw the little dirt ball guys were going to do.
I got as far as the fight right before what I'm assuming was a double-jump upgrade, so I don't know much past there but what I did see was well done.
This was fun. I accidentally dismissed the parts panel before I was done building my bot, and couldn't get it back, so I went into the third battle completely unarmed. I did manage to ram my opponent into one of the side panel things though, so I didn't go down without a fight.
It's really impressive how much control you have when building the bots.
As I was writing this I realized the parts had arrows on them, and I could probably get better steering and stuff if I paid attention to those, and probably do a better job of trapping opponents with saw blades if I got them rotating towards each other, so I started up another game. On the first battle none of the bits connecting the parts to the bots loaded in and we were both loose piles of spinning parts, so maybe I'll come back and explore the depths of the mechanics later. It was fun though
It's a beautiful game with great music and fun writing. The characters were all pretty likable. The shift in gameplay near the end was pretty unexpected, but more my style, so I'm not complaining. The only criticism I have is that it some of the UI only worked with the mouse, and some only with the keyboard, and I had to remember which was which every time. And a slight bug: When I unlocked the last page in the notebook, it already had notes on things that hadn't happened yet.
I did really like Kite though, he was a lot of fun
Very pretty. I thought a bunch of chicken noises would get annoying, but surprisingly no. The theme song is pretty fun too. I would have like it if the "Incubate" and "Orders" tab were a little closer to the chickens tab in the order. I wanted those to the most, and they seemed to be the most clicks away in either direction (especially with the empty achievements pane).
Very engaging, I played it until I maxed out all but cluck Norris (who just stopped letting me by upgrades somewhere in the mid-500s. The button was green but unresponsive)
It's a fun game. At first I thought the rotation was more important than it was (like, I was trying to avoid having the TV face a wall), but once I figured out that didn't matter the puzzles were a lot more solvable (I thought the limited rotation options were part of the difficulty).
It's a very cohesive look, and the amount of visual feedback you get out of the limited pallet is impressive.
At first I nearly gave up on this game, because the controls were really hard to manage. After reading the comments on some of the other reviews about how you used a library for controllers, I thought "Why not?" and plugged in a controller to see if it worked. After button mashing a bit to figure out the mapping, I found the controller setup to be pretty good, and played the game through to the end. It's much more workable with a controller, and you should mention that somewhere on the game page :P
The platforming felt tight, and once I stopped trying to fight every enemy moving through the levels felt good. The boss was pretty tough, but satisfying to finally beat.
P.S. For anyone else wondering, I've got an old Steam controller (so X-box style A/B/X/Y) and found the controls to be:
- Move: L-Stick or D-Pad
- Jump: A
- Chair: X
- Gun: B
- Dash: Left trigger
This was fun. Very reminiscent of old sonic games (to the point I kept forgetting I had a double jump).
I wasn't expecting an actual boss fight, so that was fun. The witch had a nice variety of attacks, but I did find myself just hoping that I was actually doing damage or something, as it wasn't clear.
Speaking of not clear, I could have used some more contrast between the foreground and background, especially in the menus. I stared at the options screen for a while trying to figure out how to get back to the main menu, before realizing there was a back button, and that it was already highlighted.
But it's a full game with a plot and an animated opening and closing cutscene, so well done!
Clearing a room and having everything appear was very satisfying. At first I didn't like that you had to go re-collect the gems, but eventually I appreciated it, as it made me go see the whole fully-filled-in space.
Dashing while pressing multiple directions at once (hard to do accidentally on a keyboard, hard to avoid on a controller, or mine at least) causes you to dash off an unpredictable distance in an unpredictable direction. Usually it would go very far in the expected diagonal, but sometimes a short distance in almost the opposite direction. I had to switch to the keyboard because I kept dashing into walls I wasn't even looking at. For such a grid-based game with narrow one-grid-cell pathways, you might want to consider aligning the player movement to the grid.
A fun time overall
That was a great game! The writing was very fun (I really liked the 8-bit level's joke), and so were all the animations and the little touches like the special idle for the dance world, and the guys that eat you gaining wait as you mess up. Seeing your teammate also having a cutesy level-complete animate after all hearing all his dialog really cracked me up.
For the bit where I re-spawned on the main path, I don't think there was any kind of bug. It was the bit on the path back to the locked gate from the path on the left (the path without the box) where the switch is underneath the path and surrounded by spikes. I found the hole to get down there, but couldn't figure out how to get back up so I walked into the spikes and let it respawn me back where I wanted to go :P I wasn't sure if that was the "intended" solution, or if I missed something and then cheated :P
This is a very pretty game. The night/day shift looks great, and really helps differentiate A and B in a natural way. The rocky terrain was a bit hard to navigate at times. I got stuck in a crack at one point (thank you for putting in the R button!), and often felt like I was going the wrong way.
I did appreciate that dying doesn't cause you to lose much progress. In fact, there was one switch where dying seemed to be the only way back to the main path? Maybe I missed something there.
Well done!
This was a lot of fun! The music is catchy but not annoying, and it was helpful to be able to walk around and scope things out a bit between throws. The only criticism I can think of is the trees' collisions go a lot higher than I expected. I tried to throw past a tree and it bounce of practically the top of it.
It's a really interesting idea. The difficulty curve could use a little work though; I struggled to make it past day 0 on most of my attempts, so I didn't get to see anything past the city design.
The entity is suitably creepy though, and I did get a sense of dread the first time it came charging at me, I just wish I had more options for getting away from it. Maybe limit how fast it turns so it's possible to feint and gain some distance?
Good job coming up with two very different, but equally "Halloween" designs for the world. The game looks and sounds great. Although, the world changing sound was a bit intense for how often you hear it.
I have to agree with others though that the controls are pretty floaty. Pressing left or right in the air just launches you in the direction with almost more speed than you get jumping while already moving in that direction, and with enough momentum that I kept sliding of the platforms I was trying to land on.
I switched worlds at the end just as the "You might want to switch worlds" message came up, so I switched back to the "wrong" world, and I think missed the ending cut scene. I just wandered a bit until the end titles came up. (I did replay to get the actual ending though).
Overall a very cute cat game.
This is a very polished game. The end of turn tallying gets really satisfying as your village gets larger. I'm not particularly good at this style of game, so I'm assuming that's why my tallying had so many sour notes :P
I didn't see the countdown on my first couple attempts, and was surprised when I lost "out of nowhere". And then it took me couple more rounds to spot the objectives. From that point on it was just my own poor strategizing holding me back. I think I missed that some of the locations were consuming resources each turn until it was too late.
A strange world for sure.
Very atmospheric. For some reason it reminded me of The Talos Principle. I was drawn in and motivated to find (I think) all the notes, and try all the endings.
I did have a bit of trouble with the controls. I grabbed an old Steam controller I had laying around, and the mappings didn't line up at all to what was in the diagram (Probably not your fault, I was surprised it worked on the web version at all, I've had trouble in the past), so I switched to keyboard and mouse, but had to kind of guess at all the controls beside "F" for interacting. They're pretty standard controls though, so that wasn't too bad.
The sparkles are helpful for finding the next goal, which was good because I did things like try to interact with the lamp oil to early, and decided "huh. That must not be the lamp oil." So I would have gotten stuck there if I hadn't seen the sparkles from outside the house.
Overall an enjoyable experience.


