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HeadfirstMissileCollider

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A member registered Feb 23, 2022 · View creator page →

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I love this take on the theme; the dialogue choices are a bit corny, but quite hilarious, and makes me wish we could see more reaction from the patients (seriously, how are some of them still alive?).

Thank you for your feedback (and I'm glad you enjoyed the game!)

I could not tell how much fast the player should be able to grow the area, nor how often the customers should stop to interact with items on the map (lesson learned; don't allot a single day to tune pathing parameters), so it's good to know they're all supposed to be set a bit higher now. :)

Unsure if this is intended, but the game doesn't get past the start screen for me; pressing the start button only shows the first dialogue sequence as a textbox (no other images) (subsequent presses do not seem to prompt the dialogue again).

You got the arcane feel of the prison down quite nicely for such simple geometry and shading.

The lighting and camera are a bit too confusing at times, however, and I often need a few seconds to look down to determine which direction I am actually facing.

The darkness also sometimes prevented me from seeing anything, which also diminished the constantly shifting maze aspect of the game (which is certainly an interesting idea) a bit.

Fun game to play with a friend when you just want to kill some time.

The turning is a bit weird, though, since it feels like the car just swerves in a direction rather than actually turning its view (I do enjoy the jank of twisting the wheel 3 times around itself and holding it there to get the right amount of turn, though)?

The music is very fitting to the tense feel of the game.

I do wish some of the "events" (the reels having a delay; the reels automatically stopping after a certain amount of time) have a better indicator, though, as the timer on the bottom right is a bit difficult to notice when you don't know about them (since during my first playthrough, I spent most of the time focusing on the reels in the centre).

Simple and surprisingly fun.

Great game! The boss's attack patterns seem very creative. I'm not sure why, but some parts of the attack feel a bit sluggish (nope, I still suck at dodging them), though. Other than that, everything is impressively well done. Hope we'll get to see more of the story soon.

Thanks for the feedback!

Yeah, I'll admit I didn't think the whole inflating mechanics through. I'll tweak the numbers a bit to give players better control over movement when inflated and make the platforming part a bit more varied (might let players knock things back with the inflating ability while I'm at it) soon.

Also, side question, on a scale from 0 to 10, how bad/good of an idea would it be to let players actually attack the squares (outright shoot "air" pellets whenever they go from being inflated back to normal, or just launch some part of the slime to slow things down)?

Yeah, sorry about that. I had no idea how to make the point spawn randomly in a specified polygonal area, so I just let them spawn randomly in a rectangle bound. The downside is that they tend to appear in a wall sometimes. Will upload a fix once the jam's over.

Not a bad concept. I like how different blocks have different duration for their effects, but not having a clear indicator for how long you stay small makes things a bit too confusing.

(Also, unshrinking in a small corridor seems to get you stuck until you restart the game/level, which makes things a bit annoying.)

Thank you for the feedback. Also, do you have any suggestions on how I can improve the 'How To Play' guide? I kinda put that together at the last minute so the wording might be a bit bad.

This is quite good for a demo. The art for the red slime looks a bit weird for me, though.

Also, I messed around a bit and made the red slime cling onto a door (slightly off the ground) somehow. Is it going to be able to wall jump?

Boing!