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horrible

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A member registered Feb 18, 2019 · View creator page →

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The fact that it's a bug rather than a choice is good to know. Fixing that and adding random doodles that look like they were actually made in MS Paint would really sell the idea that you're walking through someone's paint files.

Thanks, but I really had no time left for any more directions. I tried to set up the levels so they'd teach you bit by bit, but I wish I could have added some more feedback to let the player know if their action did something.

I think this game just doesn't work for me. No matter how much I reload, I always start level 1 with my character and two identical looking NPCs. There's nothing that seems to progress the game, not even herding everyone together into one spot.

Probably one of the best looking of all the submissions - I love the designs of the masks and the presentation around them. The floating table adds a lot of flair. The UI is also well put together.

Unfortunately, the weakest point is by far the gameplay. I really like the idea of playing blackjack with a hand and using health to draw more cards. However, since there is no hand limit, drawing cards is cheap and you regain health over time there is no reason not to keep drawing cards until you have a guaranteed blackjack for every round. It makes the game so easy that there's no reason to interact with the mask mechanic of the game.

I think the game would have benefitted a lot from an element of chaos you can't account for, such as the masks using their own powers as you fight them.

The platform physics were solid and the visuals were decent, but the controls felt really unintuitive. If everything is paused, why not let me move the mask with the arrow keys? Or put movement on WASD and have the mask be controlled by the mouse.

Unfortunately, there was more than one level where a key object like a button or a timer was almost completely hidden by the massive timer. I don't know if that was intentional, but it felt more like a frustrating oversight than a sneaky mechanic.

I also made the mistake of pressing Escape around level 2-3 or so - which immediately quit the game and erased all my progress, and the controls were too clunky for me to play it over again. Nevertheless, the fundamentals were very sound, and there's a big variety of levels.

I can't tell if I beat the last level. Is it supposed to just throw another error and restart the level?

Great presentation - extra points for making sure the cursor changes when hovering over the buttons - but I wish you stuck with the theme more. Maybe it's because I have a big monitor, but even without fullscreen the other levels looked more empty than the first one. I wouldn't have minded keeping the Windows UI. With it gone and the level art not really looking like something from MS Paint, the game stops sharing anything with the source.

The controls had me a little confused for a while, but I got used to them. I really didn't enjoy the last level, however. There were some nice ideas, but platforming while barely being able to see your character was not enjoyable, especially since I beat it another time since I wasn't sure I got it the first time.

Glad you enjoyed it! I unfortunately had no time left for sounds or music, so I had to leave it out completely. I had the settings menu designed early on, so it just ended up being somewhat useless.

Glad you enjoyed it. I'm still desperately trying to figure out why you have to click repeatedly.

Thanks for the feedback, I've already been addressing almost all of these points. You can rightclick in build mode to switch between the possible panel orientations but I've noticed people still struggling with it, so I'm planning on adding some AI that can predict where you would want to build you next panel. I've been also thinking about ways to encourage building unorthodox shapes - I might drop the "build a complete solid to get access to resources" completely and think of other ways how building styles affect the growth and behavior of the population.

The villagers are all running for the same faraway tree because they don't consider walking distance and other villagers already occupying the space - basically lazy AI. I have some plans on how to make it more organic, including a revamped resource system not tied to the player, but to the buildings instead. Thanks for the tip about enabling run in background, I very much want it to be a game you can have going in the back so that will be important.