Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Henry C

15
Posts
1
Followers
A member registered 23 days ago · View creator page →

Creator of

Recent community posts

Cool game! Sadly it crashed so all my pixel art was donezo I think, but I got to playtest it once at least (crashed afterwards on the input time limit screen). 

Great art! I managed to get Biboo and Ina's ending, but I'm still pretty confused as to why they do or don't drink the potion lol.

Overall cool game and mechanics, but could use some tuning. Also quite a few softlocks:



I got the secret ending lol, can you figure out how I did this:


Neat game! I think there's some fairly interesting emergent strategy in it, like the fact that its optimal to always wait with your guys when they're full HP and only attack when they're 1hp. The reason is simple, they can only ever get 1-2 attacks off (unless they kill with an attack but you will always rather let La+ do that), so if they attack ever at full hp, they will be left low hp and will die without getting their attack off. If you just wait next to the enemy and they hit you, then you will be able to hit them back and guarantee your 2 attacks. 

Cool game with the multidimensional platforming concept. I'm not sure if I missed something though, as I beat it twice and nothing changed at all the second time even though I collected all of the Kroniis? Is there something I'm missing? 

Cute game, had a lot of fun playing.

Thanks for playing! And I wouldn’t say anything you did is cheese, figuring out ways to make fights  mechanically easier is one of the things I really like in games, and I wanted that to be the case here as well. Glad you enjoyed it.

Thanks for playing! Also FYI, Nerissa’s fight has both notes and rests. Rests are used in sheet music to indicate a period where no sound is being played, so they don’t do damage. It’s something only a musician would know, so I wasn’t sure how well it’d translate for anyone else,  but I’m glad you were able to sorta figure it out and beat the fight anyways.

A cool concept and amazing visual execution, very impressive. 

Super fun game, art, sound, and gameplay were all great. Really enjoyed it.

Thanks, congrats on being probably the first person (other than me) to finish the game! Glad you liked it.

Thoughts on the game:

I ended up beating this game without dying a single time first try. Proof: I know there is no reward for doing so lol. Also did it without rotating any pieces (didn't know that was possible). As a result the game felt a bit samey as I just did the exact same thing every single level: I stacked blocks below me and jumped up, and rarely used any other blocks than the one and two block high ones (I know now that since you can rotate that's technically all of them but same idea). 

After thinking about it, I think it's because the only things that can actually be a problem are 1. platforms above you where you box yourself in 2. accidentally blocking off your jump with a 3 high wall and 3. falling. Unfortunately all 3 of these are trivialized by simply building wide, I just spammed the 4 wide block and never had any issues with these. 

The boss levels were cool because they added mechanics but the other levels all felt exactly the same, you just tower up and if there's something above you just put a few 4 wides and you're fine. But other than that I would have liked some variety in level design and gameplay, I think not taking away any blocks is a bit of a problem because once I found a strategy that worked I had no reason to deviate from it at all the rest of the game. 

Thoughts on the game:

I ended up beating this game without dying a single time first try. Proof: I know there is no reward for doing so lol. Also did it without rotating any pieces (didn't know that was possible). As a result the game felt a bit samey as I just did the exact same thing every single level: I stacked blocks below me and jumped up, and rarely used any other blocks than the one and two block high ones (I know now that since you can rotate that's technically all of them but same idea). 

After thinking about it, I think it's because the only things that can actually be a problem are 1. platforms above you where you box yourself in 2. accidentally blocking off your jump with a 3 high wall and 3. falling. Unfortunately all 3 of these are trivialized by simply building wide, I just spammed the 4 wide block and never had any issues with these. 

The boss levels were cool because they added mechanics but the other levels all felt exactly the same, you just tower up and if there's something above you just put a few 4 wides and you're fine. But other than that I would have liked some variety in level design and gameplay, I think not taking away any blocks is a bit of a problem because once I found a strategy that worked I had no reason to deviate from it at all the rest of the game. 

If you wouldn't mind, what were you stuck on? I plan on shipping a balance patch tomorrow or the day after so any feedback is appreciated