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hex2start

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A member registered Jul 31, 2022

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Looks great, and the different items are so fun. Controlling them is a bit tricky, but I think it's part of the challenge, and contributes to the wacky vibe.

The graphics are pretty cool, definitely selling the cyberspace setting. It was fun to see body part size mismatches on the character. I might have preferred a different goal rather than searching for codes, it was a bit tedious.

So immersive, and looks great. Awesome stuff.

I think the brake didn't work for me, or maybe it was supposed to have a slow start, not sure. Minor issue.

It's quite engaging to be able to walk around while controlling a separate, giant machine. Solid idea and execution.

I like the art style, and that the camera only scrolls up and down - it's just convenient to use. I was a bit confused as to how, when and why do I exactly make, or lose money.

Awesome game, probably the only thing I was missing was to be able to rect-select multiple parts in the building mode (to move the whole machine when you run out of space to the side) and maybe a clearer indication of the two extremes the joints move between (or like a test run possibly?).

But other than that it was great, good job on pulling it off so well!

I had fun with it, rotating the playing field every couple of rounds is a great idea, switches things around. Wasn't sold on the overlapping towers at the beginning, and it still does have some visibility issues, but it felt good after all to be able to use up the space to the maximum.

The audiovisual side of things is amazing, no notes. Also, dunno how you came up with the idea of throwing bards, but your process is working :D

I had some issues with the controls - 1. jump not registering sometimes when I think it should (maybe while moving forward through multiple platforms, not sure?), 2. throwing not feeling super great to me, I think that due to the slowdown (which in itself is a good addition) I instinctively used the throw like something I have to charge and that made me press hard on the mouse button often. I dunno, that's just how it felt to me, letting you know.

That's some fun art style, and I appreciate the betting idea. I found that dealing with a large number range didn't engage me that much though, I mostly used the percentage buttons, and somewhat randomly? I didn't arrive at a clear strategy, but maybe that's a scale issue.

Awesome entry! Loved the zoom in at the beginning and slowly going back to the top. Took me a minute to figure out purpurite (was searching for it on the final level lol), but then I appreciated how it made me go back and reroute things.

I had some issues with how ants choose between paths, thought that some of them were underused, but maybe that's just my perception.

Btw large ants appearing when zooming back and forth creeped me out sometimes :D

Overall, it's a great idea and great execution, also very pretty.

It's a bit basic, but has a nice look to it, the enemies and character are fun and the UI is also pretty. It'd need some more gameplay options and challenge imo.

I liked the visuals and overall atmosphere. The main thing I missed was a way to distinguish between different types of creatures, especially when I had to drop some of them. I found a number of stats a little overwhelming for real time and also didn't really see the need to mix body values in a different way than just maxing the most relevant ones.

Stacking furniture is my jam. Lovely concept and enemies. I found that there seemed to be an overabundance of parts for any fight to pose a challenge? But maybe I didn't play enough. Thank you for keeping the furniture genre alive and kicking.

Loved the diverse environments with their unique challenges, and the overall visual and audio aspects of the game. Played through 3 planets, though the rifts disappeared on different ones that I actually completed I think?

I find that it's very easy to take damage in this game, there are 2 things I can think of that would alleviate that:

  1. Reducing the hurt box on spikes, I sometimes got hurt while still standing on a platform next to spikes.
  2. Knocking back enemies a little bit after hitting them.

That was the main issue for me, but other than that it's all very well made. Congrats on your entry!

The visuals and audio are very pleasing and create a lovely, chill mood. I had trouble playing it with a chill mindset though 😅, as I tried to keep track of all the paths I took and didn't take, stressing out that if I miss a pixel somewhere - I'll never be able to find it later.

That's actually my second attempt playing it, as the first time I delved straight into the caves and after a while realized that the world is quite expansive and had to take a break. This second time I started meeting characters, stumbling into secret paths and found the board with cells for all the pixels - and all of those were fun additions.

Very engaging entry, it's a promising concept with pleasing visuals, that needs a couple of more forgiving levels at the beginning. I nearly bounced off of it when I couldn't complete the second level after tutorial, but finally got it and was able to finish the whole thing.

You're already mentioning a better indication of lava flow in the description and that's definitely a good direction. Maybe trenches dug by the player could simply appear deeper/darker?

I really liked the final level where you're running away for most of it while things burn around you and then you save the day at the very end, it's a satisfying ending. Good job on your entry😊

Props for procedurally generated levels and the overall look/mood of the game. Could use some visual/audio feedback when receiving damage.

Looks great, really liked the color selection. I felt a little overwhelmed throughout the second half of my playthrough, could use more space to maneuver or a bit more variety in intensity. Got to the end but I thought I lucked out. Bombs are a very welcome addition, maybe I should've saved more ^^

I can see it being a good game for speedrunning, however I took it rather slow (and was rightfully called out for it at the end😅). The levels mix and match different mechanics nicely, with the upside down sections for added challenge. I appreciated how the colliders for spikes are a bit smaller than their sprites. The main thing that could be improved is the feel/visual feedback of walljumping, maybe with a separate "sliding down" state.

The look, sound design and controls play together really well and create an immersive experience. It's enough to have some fun for a while, trying to find your own objectives.

It could have a bit more going for it gameplay-wise though. I think even simple goals like "make X win" or "make X & Y fight each other in the finale" would make a world of a difference. Or some kind of a system in which players bribe you to get out of a tight spot. I wonder how it would play, with the foundations as solid as they are.

Didn't get that you have to press space to deal damage the first time around, but then spammed my way to victory in the second attempt ^^

For some reason I assumed that the effects are pre-scripted so it was nice to see that different things/placement happened on replay.

The idea has potential, I just wish it was a bit more... tactile? Like if minions dealt damage through collision and bounce away or something.

Other than that the dialogue was funny and yeah, the menu looks pretty cool, as mentioned. Good job on your entry!

I really enjoyed the art style and trying to figure out the optimal route through all the puzzles. It's clever, I'd only like to restart levels a bit quicker. Maybe by pressing 'R', able to skip camera transitions too.

I also appreciate the coins for some added challenge, got them all : >

I like the overall idea and the variety of blocks. Trying out different tactics is fun, especially with wall blocks and spawners which you're trying to protect.

The tempo can sometimes feel overwhelming and I find it difficult to balance making decisions VS just spamming blocks as fast as possible. Maybe it'd feel more manageable if there were more kinds of builder blocks, providing fodder.