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Mike

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A member registered Jan 04, 2025 · View creator page →

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Thank you! I'm glad you were able to enjoy it. This was my first time doing the music myself, so I especially appreciate you taking the time to give some feedback there.

Thanks for the feedback! The camera and some of the character animation stuff really didn't like when I added places where the gravity just flips 180°, sorry about that.

This was a surprisingly fun game! The controls feel like they should be harder than they are, which made it really satisfying to get the hang of (I was using the shoulder buttons on a controller). Combined with the music, I felt like I was kicking but just wiggling my way up the screen. 

This game looks and sounds amazing, but I was mostly confused while playing it. The mechanism for most of the stations works well enough, but there's a couple (the two buttons, and the two gauges) where I was never quite sure if I was doing the right thing or not. It took me a few plays to realize I had to follow the red lights, but even then I don't know if I was good at this game or horrible at it. It's fun though, and the sounds and visuals come together so that you really do feel the pressure as you get closer to failing.

It could be the track pad, I suppose. I don't have a laptop handy to test that with.

Thanks for the extra level design feedback 😁 

The themed minigames are a nice touch, and overall this is a great idea. Where it had some trouble for me was in the way the art style interacted with the movement-based minigames. The movement of drones, doll, spikes, and road details didn't seem to have any relation to each other, which made it hard to tell where the doll was in relation to the obstacles. The bottle spinning in a different plane than the stop indicator made that weirdly difficult as well. I also couldn't figure out what beats the buttons in the rhythym game were supposed to match up with. The art style is very cute otherwise.

This was some fast-paced fun. The flying controls work well, and the idea of risking more for a better weapon is pretty cool. I found myself really wishing the lollypop could attack to either side. I kept having to lure enemies out to where I could circle around them.

This game could really use some instructions, even just typed out on the Itch page. I eventually worked out I could control the blue spinning top, and I will say the physics and controls for that felt pretty good. I smashed into the other tops a bunch, but I don't know if I was damaging them, or they were damaging me. I think I was winning, because I had 3 dots and they had fewer and kept breaking and dropping dots (can I pick those up?). I don't know if I won or lost, but it jumped to that roulette (I think?) game and then I couldn't figure out what, if anything, I could control from that point on.

So yeah, the top fighting had a really good feel to it, but was confusing, and I have no idea what was going on beyond that. 

I enjoyed the humour in this, especially the description on the mute button. I did feel the game was missing some sort of sense of progression. Maybe a counter or growing pile of yarn in the background? As it is, the sheep just fills back up with no record of all the spinning you just did. It's a bit sisyphean. The hand controls worked well though, it got a lot easier to spin once I got the hang of using the right hand.

Full disclaimer: I did not play in the recommended pose, as I don't think my keyboard tray could handle the weight.

This was fun! Once I got the "Double shell size" upgrade (I think? Whichever one gives you two bullets) the random spread on the shots made it nearly impossible to aim, especially over any distances. The looks and sounds were great.

Thanks for the feedback. It's good to know the thought behind the mode switching comes through. Level design is definitely not my strong suite, so if you have any suggestions of what would make the levels more suitable to the vehicle, I'd love to hear them. 

I'm not sure what's going on with the mouse, I can't recreate the problem on my end, but I'm sorry it didn't work for you.

Thank you! I'm learning from these comments that I might have made the goal arrow a little too subtle: not much of it is onscreen at any given time, and it's pretty low contrast. I'm sorry it froze on you, I think I'm pushing the performance limits of web build a little too hard with this one.

I'm glad you enjoyed the art and concept, and I hope you at least had some fun roaming around. Godot's the best :)

Thank you! I'm sorry you kept getting launched to space. I'd love to know more details about that so I can track down those bugs.

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

Thank you!

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.

I had to restart a few times after missing the controls, and then getting and item that just drags you up off the top of the screen (twice!) I was giggling the whole time though, it was a lot of fun. The background music was catchy, too. I had a lot of fun with this.

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 😛 

Spyro? Thank you! I'm flattered by the comparison  🙂

Thanks so much for coming back to comment, it means a lot. As unsettling as that image is, I'm going to take that as a compliment 😛

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Thanks for the recommendation, I'll have to take a look at pilfer

Oh, I'm sorry you had to deal with lag, but I'm glad you found it charming anyway. Thanks for playing!

Thanks for the feedback! It's interesting that the open spaces read as pushing towards getting out of the box, as I was intending them to give you room to maneuver when going full-speed while in the box 🤷🏻‍♂️

Thanks! I'm glad you had fun 😀 

Thank you! I'm glad you liked the pitch. The fact that you could find fun things to do just messing around with the player movement makes me very happy.

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.

Kept me hooked right through to the end. For some reason the art and music had me thinking of the old Epic Megagames shareware titles. Well Done!

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. 

I'm glad you were able to enjoy it! I know there's a difference between "runs on mobile" and is "playable on mobile", so thanks for giving it a chance

Thank you, that's a very flattering comparison. I do hope to expand it, as there was a lot left on the cutting room floor to hit the deadline.

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