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Hinternsaft

52
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A member registered 74 days ago · View creator page →

Recent community posts

WASD seems to be mapped to directional inputs as well. What's the keyboard analogue for GB "A" button?

Loved it! Two things:

1. is the principal's warning true? is there a way to fail?

2. the references to "erosion" re: the mystery mac would likely be better termed "corrosion" (look it up, I might be wrong)

is there more controls? i seem to get stuck really early bc i cant advance doors/dialogue

Interesting concept, but the balance is really off

Very great, albeit with a few hiccups:

-significant performance drop in "teamwork"

-box towers in the level after "teamwork" are slightly too short, preventing movement to the next platform and making the level impossible unless there is some way to microhop i haven't figured out

-some background colors make a white box show up around the characters

Looks promising, but is not very playable on a laptop keyboard…

Graphics and gameplay are spot on, but there's a few fixes that I would greatly appreciate:

-ability to cancel a rope

-some way to make the "pull" more safe and reliable (I almost never used it in my best runs)

-increased time before the later waves stack (new waves starting before the old one is cleared)

the boost key should really be something other than ctrl…

sometimes the bounce won't work. is this intentional?

my view keeps getting stuck

Great! I would love to see this fleshed out as an even bigger game

Seems like you need to clean up your variables, I walk into the tutorial at threat level 5

Level 17 gets me every time… I really wish I monsters wouldn't attack the same turn they were revealed.

Interesting… I feel Oasis more closely matches the mechanics of this game, but I'd love to play a game with the powers of Diver Down.

my plants keep disappearing from the last column…

Great! I loved to play as Secco…

I liked it, although I was a bit frustrated when those crevice-eyes seemed to break the rules. perhaps make the danger zones a little more clear?

talking to the princess froze my computer

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People are joining with names like "P*dophile". can there at least be a filter?

Like the graphics, no visible bugs, however the controls are rather tricky. Normal mode's dynamic camera leaves me all turned around and makes it hard to go to specific places. Run mode is very hard to steer and the track design certainly doesn't accommodate that.

Great game! One detail i would like to improve is for there to be some kind of warning that Cerberus takes two hits to kill.

Did you actually playtest the 2-token solution to level 5? I see how it could work, if the pathfinding actually made the jump instead of just going in the water and respawning…

A lot of progress left to be made. Even if you don't have time to make the scenery more detailed, at least make it higher resolution. Keeping the player in bounds would also go a long way.

Sword hitbox is too narrow

Promising, but there's a lot of issues. A few things to consider:

  • parts of GUI cut off (scaling issue?)
  • what's the 'right' way to get rid of a ! block?
  • overall, a lot of the mechanics are unpredictable

Why isn't the hat in the win screen?

And so our hero marches on forever, an unkillable defender against an infinite horde…

Nice! One issue I found was that sometimes your shots would stop short if your back was to a wall

Level 5? There's a lot good here but please just put a win at some point

May I suggest a better control scheme? It's completely incompatible with a laptop keyboard.

Text shouldn't immobilize you for so long in a game where timing is so important

Great graphics, no obvious bugs. However, the levels didn't really offer much challenge after you learned the mechanics. I would recommend adding a few more mechanics to spice up the levels.

inputs dont work

Great mechanics! (but why do all the creators on here hate happy endings?)

Elegantly simple graphics and mechanics make for an impressive exercise in foresight. Great job!

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Finally beat it, the mechanics are great. The buttons/border is original, intuitive, and brings extra mileage out of every screen; the unusual jump opens exciting new options in level design.

Interesting concept, needs checkpoints

There's a lot of cool concepts here, but having to start all over after every little brush with a spike would have been extremely infuriating if the platforming didn't have several simple shortcuts. The ending is really lacking without some kind of better alternative…

really wish there was save + heal…

Perfectly good words keep getting rejected with no explanation! Either expand the dictionary or warn players of what kind of words are excluded.