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Hishiro14

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A member registered Apr 02, 2019 · View creator page →

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Knew it ;)

Oh that last phase I cleared it rather easily with the double ball power up, as all insects where on the same line. I guess it was intended to be only doable with a powerup, to reward the risk taking ?

Thank you for playing my game too !

Very comical game ! Just a bit sad the camera controls are hard

Cool game, had a similar concept with my game with the mirror controls. Couldn't clear the last level with 3 dobts, but I'm sure with more patience it's doable :)

Best game I've played so far in the jam ! At first I thought the jump was a bit too floaty, but turns out it's perfect for the level design and double / wall jump to go through the entire screen quickly. The activate / desactivate made me think of Baba is you, but in an original way. There's pretty much endless level possibilites with this design.

Great job !

Cool idea, but as comments confirmed there are some blocking bugs right now. For the next time, when you see the game is too difficult but you still want people to experience it, just add some health points to your player character so that we get some surviving time :)

Good game ! The concept is cool and the art makes it easy to understand without too much guidance.

I'm just a bit disappointed the last part was a maze that did not use the fuse mecanic at all, I imagined the girl would have to push buttons to open the path to the cat in the maze, but it ended up being two different challenges that didn't interact. Also, hard to understand what some buttons do when the result is not on screen, but I understand that it would be too much camera work for a game jam.

Thank you ! I did see the jumps are lower if you jump too close to the walls, but couldn't fix it in time.
When self-playtesting I realized there were multiple solutions and multiple ways to save when you screw up your position, so I tried to keep that and use it to ramp up the difficulty. Glad you appreciated !

Great music and great artwork ! The whole theme made me think of Nausicaa of the valley of the Wind (wild guessing that it was your main inspiration, as there's also this mecanic in the movie of dying if you breath the poisonous air for too long). 

Maybe power ups could have been more varied (like Downwell for instance). Also it was quite frustrating to not be able to look back and shoot the insects on the ship, and I thought i'd lose if too much of them got on the ship, like a lifebar... In the end I ignored them and finished the game without too much trouble

The system is here, the UI with the circle for distance is clear. Would have been cool if there was some kind of twist (different platforms forcing other movements and forcing to take risks with the timer, extra abilities...), which could have come from the level design. But a good base !

Very cool game ! The bounce and comeback mechanic was well implemented, and I love the fact you can use the ball defensivly by clearing the bullets with it. Enemy patterns were good enough to be readable and make you know how to manipulate them. I reached the boss but lost to the swarm of enemies lol

Just a few things from my experience (only small problems) :

  • The jump felt very slow and floaty, so hard to avoid attacks with or climb to platform (unless boosting it, but i dont know if it was a bug or what was the conditions for it). It was also hard to both jump and move with only one hand, the other being on the mouse. In my runs I ended up not jumping at all and just throw the ball up and back down, not profiting from the shuriken feature
  • My Mario experience tells me brown blocks are breakable and grey metal ones not breakable, and here it was the opposite so it was perturbating^^"
  • I didn't understand how to equip chest upgrades and didnt see a difference when collecting them (outside of hearts), so I guess I played with the standard build all game
  • There's a yellow bar on the top of the hud and I didnt understand what it meant
  • There are some bat enemies that get stuck cause they were placed too low, so I could just safely throw the ball and stay behind the wall while they die.

Cool concept and nice storytelling ! (the survivor moment especially)
Though the difficulty is slightly too high (the water drop count could have been lower in the first part, the buffs in the last phase should be attainable before the meteors, had to retry this 10 times until I got lucky), but I saw there was tolerance on death

Next time have the text in English for a wider audience !

That was what I was going for : ) Glad you enjoyed it!

Cool concept and understandable puzzles ! Would have been cool if you had time to do more puzzles with these mecanics