I love the art and the vibes of this game! The story is really interesting, I’d love to learn more about it. The gameplay too is pretty cool, especially with the parasite theme and infecting other bodies to control them. I think the game can be a bit unclear at times with what is mana and where to go next (I didn’t realize at first that the clusters of stars is mana that I can collect, I thought it was just background, whoops lol). But overall, really cool!
Icosmohedron
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Absolutely hilarious, I had a ton of fun lol The game is pretty simple and intuitive, which I think is great for letting players get straight to making goofy poses. The ragdoll physics are awesome, and there’s a ton of different poses you can make out of them! I really like the text box at the beginning. The photographer is super emotive, especially with how the text moves around. I actually ended up breaking the game a little bit, getting the model’s limbs stuck in a certain way that made everything jitter around violently. But honestly, that just made the game even funnier, so I don’t mind lol Super cool, and super creative!
I love the concept!! I had a ton of fun skulking around and learning what the two people do every day. The system of time passing is really cool, and I like the process of figuring out what I can do to leave the house without being spotted.
I think with some more polish this game would be even better. Some of the things you can do are a little unclear (like, I didn’t realize at first that I was picking up the pill bottle or the glass). Having some more player feedback would help a ton (like an indicator to show what items you have, or what you can do with them). Still, super fun concept. Especially if this is your first game, that’s awesome! Great job
Super cool! I like the concept, especially with how defeating enemies is what keeps you alive longer. The projectile you shoot having an arc to it makes combat more interesting, and having hordes of enemies swarm you is really fun.
I’d love to see what different enemies could be like, and how they’d impact gameplay. Overall, really solid!
Thanks for the feedback! I totally agree with you on how the player must stand near the gate being a bit awkward. When designing it, my intention was to force the player away from curing civilians in order to close the gate. But, I can totally see how that can get a bit boring, 10 seconds of standing still is a long time lol
If I were able, I’d love to add a kind of minigame for closing the gates (like, potentially a quick time event that, when done well, closes the gate faster)
The visuals are absolutely incredible!! It blows my mind that you can make such polished games in only 48 hours. The animations are super smooth and charming, and just makes the overall experience super fun. I especially love the slowdown effect when using one of the cards, how the screen gets all grainy, and the cool attack animation, it’s so awesome
I would love to see more in this game for sure. My only complaint is that its too short. I wish there were more attacks too. Right now, it can get a little slow just waiting to use the 2 cost slash move. I’d love to see what you could cook up for different attacks (if you ever revisit this project). Super cool!
The entire vibe of this game was incredibly unique, I really enjoyed it! It reminds me of old text based adventure games almost? I had a lot of fun crawling around and seeing what I can find.
The game does feel a bit disorienting at first. I ended up missing the cultist with the map towards the start on my first go (whoops), and had trouble navigating. But even still, it’s pretty fun to explore.
My only real critique is that it was a little unclear that I needed 20 parasites to defeat the leader. When playing, I wanted to explore as fast as possible and avoid the parasites growing. To win, I ended up sitting still and farm parasites to reach 20.
Regardless, I love the concept, and the artwork you drew is fantastic! Great job
Such a cool idea! I can tell that the gameplay was very well thought-out for sure. I love how whenever you find the next kind of crab, there’s some nearby crabs demonstrating what their abilities are. That kind of teaching through level design is fantastic. I think the launching between crabs can be finicky at first, but after some practice I was able to figure it out. Awesome job!
The amount of polish in this game is absolutely wild! I love how creative the artwork is. And not just the hilarious ads, but a lot of the other little details too (I laughed so hard at the “B2 + S9” poster lol).
The gameplay itself is a ton of fun too. Having breaks from the ads to walk around your room is not only super charming, but paces the game very well.
You also took the parasite theme and spun it into something unique. I don’t even know what else to say other than that you guys did amazingly!
Oh wow, thank you for the mock up! Yeah the menus taking up too much screen space was really something that I wanted to fix, but I didn't have the time. One reason of why it was so big was because of pixel-consistency. I wanted every pixel to be as close in size as possible for that 8-bit aesthetic, but it limits how small I can make the font.
Having a bar with icons however, was something that crossed my mind only after the fact. Having all of that information readily accessible on the top with icons would make the game much more readable. On top of that, it would free up the left side of the screen, so I could stop the other problem of clicking something on the right side of the screen and the info panel covering it. I could just move the info panel to the side that matters least.
I really like these ideas, and I totally have to use some of them for my next project. Thank you so much for the feedback!
I really like the idea of the game! It took me a while to understand at first, but once I got the hang of it, the game opened up a lot. I really like the idea of planning which sides to use when in order to attack, while also dodge the boss's attacks. The only thing that I would recommend is a free-moving camera, because I sometimes forget which side is facing away from the camera, and turn to the wrong one in a pinch (or maybe this was on purpose, as you can just memorize the orientation of a D6 anyways lol).
I really like the idea of making your own dice! I liked the risk-reward factor of wanting to shove the highest numbers on your die, but knowing that you'll have a higher chance of rolling a 0 because it would become too heavy. The elemental dice was also a really cool idea, and I'd love to see this expanded on. The double jump ability also made it almost feel like a metroidvania type of game, which would be awesome. The only major issue that I found was that beating the first boss made this constant buzzing sound for the rest of the game.
Thanks for the feedback! The UI was actually my biggest worry with this game, as I teaching myself how to use Godot's control and vScroll nodes while working on it. I was actually planning on doing what you said about the hotkeys for each dice, but I couldn't get that to work in the time I had. Still, I'm glad to see that you enjoyed it!
Also, fun fact: when you click the fire button while it's on cooldown, it doesn't actually deselect the current die due to a bug lol
The dice icon changes from the selected color to the normal color whenever you click any other button, even if the button is disabled. However, actually deselecting the die only happens when the button's function goes off, so not when a disabled button is pressed. I just find it really funny how I overlooked that.












