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A member registered Apr 03, 2018

Recent community posts

That was a bunch of fun! A mini map would have been nice as I got lost several times. It wasn't too grindy.  I think I had maybe 4 inventory spaces left at the end so maybe I missed something? 

The final Wyrm fight was made very easy by just stepping through the fence as the Wyrm couldn't go through, but that was fine.

Really nice and well encapsulated action RPG!

Really great quality platformer and gorgeous art.

I seem to be stuck. Is there a way to make the really long jump to the right?

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I have no idea how the controls work or what things do... but you have a freaking goldmine of a concept.

It's like a crackhead version of Kerbal Space Program.

Great job for the jam and thanks for developing!

Thanks for that. Found the ending :)

I have exited all 5 worlds and appear to have collected upgrades in each world. Any idea what I am missing?

Everything was really enjoyable with perhaps the exception of a few really tricky pieces in the last world but it wasn't frustrating enough to make me want to stop.

Only bug I encountered was I was able to swim outside of water. I think I just managed to freeze/unfreeze water at the right time. The effect lasted between rooms but went away after a respawn.

Some solid puzzles and everything looked great.

Thanks for developing!

That was really enjoyable! 

The combinations were a lot of fun to experiment with and there were no real frustration points. The movement was a little loose but got used to it quickly enough.  I could see this doing really well if it was expanded on and more involved puzzles developed. 

Great stuff!

Fantastic Metroidvania. Easily my favorite pico8 so far this year.

I did have a little frustration with the jump powerup as I would sometimes jump and end up plummeting downwards, but maybe that was just me flailing.

The final stage it would have been nice to have some boundaries on the far right as I walked off of there a couple of times. 

Great job and thanks!

No problem on the feedback :)

I/J/K/L may work, although sometimes it an be a little cramped. What about also offering arrow keys and Z/X/C/V?

The timer... I just didn't know it had any purpose until suddenly there was a boss fight. I am still a little confused. Does that mean the game will always end after 10 minutes?

Couple of things now that a tutorial has been added.

Actually starting the tutorial isn't intuitive. I have to select the menu item with WASD and the down arrow to select it. My first impulse is to use the arrow keys... and that just starts the game.

Because I was trying to use the arrow keys to select I hit the right arrow. This gave me a screen that said "Thank You for Playing" and the page has to be reloaded. Hitting the right arrow on any selected entry on the main menu takes you to that screen.

The crafting tutorial level is possible to soft lock. I think I upgraded an item (maybe the staff) and am unable to make all the armor. I auto collected the staff and had the ability to upgrade it, I think with a shard.

The rest of the tutorial was pretty smooth. There were a couple of the levels where I had a hard time actually seeing the tutorial objectives. I think if I was in full screen mode it wouldn't have been an issue.

Adding another tutorial level covering buttons would be useful because you get done with the tutorial and start the game and you are stuck with nothing to do until you figure out you can click the buttons on the wall. Buttons could even go in the first tutorial room.

The tutorial definitely helped, so a very worthwhile addition.

So I then played. The controls started to make sense although they do take some getting used to but I can see the reasoning for picking the control scheme you decided to use.

Some levels due to the random generation seemed unwinnable. If the first room has nothing but the higher tier enemies I never managed to progress, even when backing out of them. I get you can preview the room before entering but a first encounter and not knowing some of the enemies are powerful gives a first impression that the game is going to be extremely hard/frustrating.

It would be nice if hard enemies all spawned at least 2 rooms away from the starting room.

The timer I had no idea about and took me by surprise. I was happily crafting and upgrading and exploring and then suddenly I was against a boss and would have to start over again. I did not do that as I get to keep no equipment.

A map would be a great addition.

There a lot of potential here, so keep improving! I don't usually like crafting games as they are too grindy but this one isn't too bad.

No problem!

A little bit of a tutorial would be helpful. Just a little hand holding otherwise you will lose players before they even get started playing.

I definitely will give it another shot!

This is a real gem of a game.

I was at first a little frustrated with the whole "need to rest" mechanic, assuming I would have to rest through out the game, but then as the story unfolded it was really touching and just made so much sense. 

There was a little weirdness with the chair sometimes disappearing but I thought it was fantastic that it was available and definitely minimized the "need to rest" frequency.

It was a great story that unfolded in a very touching way and was well executed. I appreciate the games ability to communicate potentially sensitive issues without resorting to lecturing or getting beaten over the head with it.

The ending was a little bittersweet, but still very appropriate.

Great job!

I have no idea how the controls actually translate to doing anything. I accidentally managed to get to a room with enemies and approached a table. I couldn't exit out of the menu that popped up when I interacted with the table and an enemy killed me.

It would probably be worth while as there isn't a reset/re-spawn option and while it may be possible to jump out of there I couldn't manage it.

Ah.. I just restarted and didn't repeat the same mistake. Thanks for the reply!

It's a dead end to the right.  I couldn't get the slime to jump back up to where the vine is located, although it's apparently possible.

In FireFox shift and right click open up a contextual menu so it cannot be played in FireFox. Seems  fun in Chrome although I had a hard time wall jumping. Everything does look great!

Everything was going well and I was having a fun time until I got softlocked in the area below. I can't make the jump back up and it's a dead end to the right.

And yet another brilliant game with some incredibly well thought out mechanics and some fantastic puzzles. I am always impressed you achieve to create such high quality and intricate puzzles without over-complicating anything or relying on gimmicks.

I can't seem to do anything in the Library. Something got activated in the shelves (it lit up 2 lines) but I can't seem to interact with it.

More at the beginning would be a great compromise. That way you could start your build and being more selective about items would make more sense.

That follows the previous natural progression of unlimited items. By floor 5 or so I've usually committed myself on a build and most items I don't pick up...just healing or synergy items for my build.

My brain is melting :D  But I will try some more!

I have no idea what I'm missing. I think it may have something to do with bubble type tiles having the ability to push columns pieces on them?

Oh wow! That makes everything a lot more forgiving! Thanks so much!

I'm still stuck with the bear...I always seem to be missing one block or column piece. I've gotten the fox and squirrel... the bear is next, correct?

This is very well put together and greatly improved in terms of quality over the initial release.

And undo button would go far as a QoL improvement. Resetting the level all the way back to the beginning to have to re-attempt a puzzle gets a little tedious.

I'm currently stuck trying to reach the bear. Hopefully someone will have a wallkthrough before too long.

Great stuff!

Very welcome :)

I usually don't like PuzzleScript games a whole lot. This game I forgot it was PuzzleScript because it felt so "Metroidvania" and I really enjoyed it.

You are most welcome.

The entire core concept of the game is kind of genius. The art is just an added bonus and I love monkeys.

My advice on tutorial stuff. It's a weird balance. Players tend to not like too much "hand holding" or having to absorb too much information in a tutorial.

They just want to see what the game is all about and see if it entertains them as quickly as possible. You have maybe a minute or 2 to get the core mechanic communicated to grab the players attention, at which point a player either likes it or doesn't.

Unlocking things after they have core concepts already familiar is probably the best advice I can give... at that point a player that enjoys the core game mechanics has vested interest and anything that gets unlocked becomes an added bonus that enhances gameplay and it is not to much to digest.

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That piece of floor that falls away is important in G1.  You will probably need to reset the room.

I might have missed it but I don't think the Path feature was covered in the tutorial. That may have made for some pretty slow progress without the multiplier. I get that it's a demo.  And it may have been skipped because the basic mechanics do take a while to explain initially.

All in all this is really nicely polished. Graphics are awesome.

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When you say move the plants with the salt water do you mean plants in frozen areas that require the thermal upgrade?

The order of the upgrades is the static projector which pick up and move blocks, the botany gloves that can push plants, then you get a grapple to access the green blocks and then some others after that.

All puzzles are completely solvable just some are really tricky. When you start getting into the ice flowers it gets quite challenging.

Oh. You need the thermal power up so you can walk on ice.

Spoiler below (I've been taking screenshots of the ones that I found really difficult A5 was one of them).

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G5 I solved yesterday but now has me completely stumped.

Spoiler Below:

No problem. Just a little frustrated with myself because I'm stuck on puzzles I solved yesterday.

Aack.  All progress lost after the update :(

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That one got me.

Spoiler image below.....

These are all really clever puzzles. Very well thought out!

I'm probably going to need a walkthrough if the puzzles get harder :)

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Really great stuff. Any hints for C2 ?

Edit- Got it. Bit of a red herring with the plant in the other room.

That was one of the most challenging games I have played in a long time!

Some of the sections were really difficult but do-able eventually.

I had a hard time finding the underground location that has a battery and links to the tutorial area. I found that accidentally.

I think more health would have made everything slightly more enjoyable. There were some areas that were really unforgiving and the closest save point was kind of far away.

All in all a very well put together experience! Thank you!