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grinder

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A member registered Aug 31, 2016

Recent community posts

the pleasure is all mine :) greets

Thank you for your comprehensive reply. Of course, I'm aware that certain
improvements aren't possible at such an advanced stage of the project,
but I couldn't help but mention them ;)

I also respect your decisions as the creator regarding certain solutions;
they certainly give your production a unique character and have a direct impact
on the mechanics of individual puzzles.

I need to look a little more closely at the technique you mentioned in point 2 :)

Regarding the translation (in this case, I'm talking about Polish), I think we can revisit
this topic, for example, after the game's release, if you'd like. I'm referring, of course,
to my willingness to help completely free of charge. I'll leave that for your consideration.

Best regards, and I'm looking forward to the release :)

(3 edits)

First, I'd like to congratulate you on the fantastic execution of this unusual concept,
combining BD with the dark atmosphere of Cthulhu. I've been a huge fan of this type
of game for many years, and honestly, when I first saw it, I didn't really believe it could
work and it seemed a bit overcomplicated. But after just a few levels, I completely lost
those preconceptions.  The execution is very cool, dark, and atmospherically sound-based
- in short, I like it.  However, I do have a few comments regarding the mechanics themselves.
Some of them I consider very important for maintaining a certain canon of BD/Supaplex
inspired games, while others are just loose suggestions that you might find interesting.

1. Quickly escaping to the side "from under a rock," when you initially have it on your head
and then want to quickly move down, right, or left. This is probably one of the most classic
BD mechanics, but in your version, the rock moves faster than the character, and such
a maneuver is impossible – it always ends in death.

2. The ability to remove dirt/grass from any square adjacent to the character, but without
having to move, something that also existed in classic BD and was a very important mechanic.

3. Being in a square directly adjacent to an opponent leads to death, which in my opinion
is a bad solution, even though it's canon and that's how it was in BD. However, in Supaplex,
it was possible to be in a square adjacent to a "monster," and I think this is a better solution.

4. As a loose suggestion: an optional option to make the game easier by allowing you to undo,
say, your last three moves, or at least one.

5. Another suggestion is the ability to speed up time, which can be especially useful in stages
where you have to wait a long time for an opponent who is traversing the board on a specific path,
and you're waiting for them, for example, to drop a rock on them. I know the stages in the demo
aren't overly complex, but I'm not sure what the later stages are like, and whether such an option
would be convenient from a player ergonomics perspective.

6. One last thing: translating into other languages. Is it technically difficult,
or is the difficulty simply a lack of potential translators?

I think that's all, as I've already rambled on a bit too much ;)
Best regards, and congratulations again on a promising project.

great work :)

(1 edit)

Hi, great dehumanized-industrial ambience, but from the moment when I get off the elevator, game is too hard i think. Maybe you can make any mini checkpoints while jumping on pipes ?

hi, great game :) are you planning a mobile version ?
the idea seems to be perfect for this, think about it :)

great, thanks :)

hi, are you planning any demo version or time trial of your game ?

very fun and adorable, congratulation ;)

very fun and adorable, congratulation ;)

unique and cute game, great work :) 
it could be a good idea for a bigger mobile game

thank you, now is working fine, greets

hi,
not working on Bluestack, Nox and HTC U12+ (Android 9.0),
can You fix that ?

(1 edit)

hi, great stuff :)

i have two questions:
1. how i can get the game soundtrack ?
2. what precisely are this old engravings / sketches / scrolls which we find in the sub-game ? did you draw them yourself ?

(1 edit)

it was AMAZING experience! thank You!

i don't remember, sorry,
but You easy find full solution on YT :)
greets

very cool game, congratulate :)
two propositions: You must think about player's keymapping and possibility playing in window

great game: polished and very playable, good work ! :)


fresh idea, nice gameplay and music :)

(2 edits)

it's too hard for me on the last 3 levels (mouse + keyboard + time pressure is a too "explosive mixture"), but this is very good game
- nice style and soundtrack, congratulate :)
ps. mechanics reminds me MO:Astray by Archpray Inc.

nice game :)

very nice game, pleasure to play :)

very nice game

a small masterpiece, great work :)

hi, it's again me :) 
i'am still try to beat the 17th level in Entwined, but without results, can You help me to resolve this ?
thanks :)

good stuff :)

very good

> Thanks you so much for your interest in the game!
my pleasure :)

i try to beat level 17 many, many times but without results :(
maybe You can put complete solution for all levels for example on YT ?
that will be great :)

(2 edits)

very nice game, good looking and demanding - congratulate :)

1. i think so "undo last move" is a good idea
2. level 17 is correct ? is possible to solve this ? i'am completely stuck :(
(i have fixed version from itch.io)

my pleasure :) greets

For me one of the best indie projects in the last time ! Good work !

- very good ambience and moving mechanic
- good balance of gameplay mechanic (not too easy / not too hard)
- great narrator voice and music

my suggestions:
- english subtitles - i dont't speak french ;)
- quick reset to checkpoint

(1 edit)

great concept and great gameplay, idea perfect for mobile platforms

when the full version of the game ? :)

me too - i want more :)