Shooting works great, and grappling hook is fun, even if slightly unpredictable.
Music is cool, but super loud. Options HUD on the menu is too small and blends in with menu buttons. And the game is slow to load in when the level starts.
ISkiHi
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I liked the little quality-of-life touches here, like being able to mute the music and having high score tracking with a reset option. The music and sound effects are cool. The attack patterns, and evolving enemies stood out.
The cursor is slightly too dark and blends into the menu background, making it hard to see. I also noticed a movement glitch when the chaser moves toward the dead player. Weapon drops felt too rare to keep the action flowing, and the weapons were too small. Do I need to hold the Q button to hold the weapon? Felt the player was dropping the weapon after tapping. The scoring system isn’t very clear either as the allocated scores felt inconsistent between phases and playthroughs. Maybe adding something like regenerative health might help extend playthroughs and keep players engaged longer.
I found the game really addicting, with strong sound design that made actions feel satisfying. The upgrades kept things fresh and interesting, reminded me of Balatro. I also liked the dice animations and movement — these aspects add a lot of polish to the overall feel.
The tutorial, though, could do with some refining. The text feels cramped, has a few grammatical issues, and is a bit wordy for a tutorial. It also wasn’t immediately clear that you could click on the dice, which made the start a little confusing. On top of that, the help overlay text doesn’t always appear when hovering on dice on the upgrade screen. Speaking of upgrade screen, I ran into occasional freezes their too.
Overall though, super fun!
Enjoyed the game! Music and sounds are nice to listen to. And the visuals and cutscenes are charming. Driving is satisfying. Though it is quite odd how you're able to turn immediately without resistance, made the driving feel quite easy compared to other driving games. Whilst not understanding Italian, I believe I understand the story through the visuals and gameplay. There is a long loading time between gameplay and the green text dialogue screen. Including a loading screen between these would ensure the player that the game hasn't crashed and is definitely loading.
Music and sounds are cool. To avoid the music restarting each seen, start the music from the menu, and have the music start on a DoNotDestroy script (feel free to contact me if you need help with this). Have that script destroy before gameplay. Also, the gameplay music has a awkward pause at the start during game, trimming the music would fix this.
Full screen resolution would make the game easier to see. Mission states are incorrect, says I have started mission 1, 2, 3, 4 at the start of the game. All play buttons take you to mission 5. Build buttons don't work, even with enough proteins. So, I couldn't test the powers, nor the other missions. Green areas do not look like hazards, whilst the platforms do. I've included an image of an area in the mission. Player sticks to wall even without the power.
This enemy is extremely difficult to pass.
The jump strength could be buffed slightly. Movement and animations look good though. Environment looks nice. The main downside of this project is the combination between the full screen button not working, and the mouse not be constrained to the screen. This makes the camera movement super restrictive. Plus, since there is a crosshair, removing the mouse visibility could be a nice touch. Pause doesn't pause the game, and since you have a main menu, either a menu button, or quit taking you to the menu would make more sense.
Cool concept! Building up miners, and warriors is satisfying. Music fits the theme well, reminds me of RimWorld. Game could do with some tutorialisation, wasn't aware that I could move the units myself until halfway through. Not quite sure how the soldiers work, not sure if they're spawning or not. Spawning stopped working eventually for all units. Rocks cause weird collision issues, stopping units from moving entirely.
Character is super slippy and could do with more friction on landing. This makes jumping from platform to platform quite difficult. The enemies position or state do not reset, this can sometimes put players into difficult scenarios. For example, I was spawning into two ranged enemies. Would be nice if the attack was sped up a little.
Good game! Works mechanically well and music is nice to listen. Enjoying the retro theme. I like how the game keeps track of your high score, notifies you during the game, and carries over between playthroughs. I think some jump audio feedback would be a good touch. However, I like the death audio feedback. Would be convenient to be able to restart with a key press rather than a UI button.
Cool game! The menu looks cool. When you hover the mouse on a button, this activates a second selection arrow rather than moving the first. A similar issue is present on the pause menu, but instead of an arrow, it's two hover colours instead. Pause menu UI looks really good!
Music fits the theme well.
Movement feels good. Though, it's difficult to see where you're going when under objects. Also, it's difficult to tell if and when a door opens. Sound effects and UI could help with this.
Colour mechanic is cool, reminds me of Hue. I to interact doesn't seem to be tutorialised until the broken door, which is too late since the robots give helpful tips along the way. The magnet mechanic is awkward to control, flings you towards the object and it's easy to get trapped. Dropping the object and throwing the object also seems untutorialised.
This is awesome! Played for quite a while.
Because of the title, I picked the name Dakota, and makes the name aspect of the game not make much sense. Undertale has a name feature which changes certain aspects of the game depending on which name you pick. Even not allowing you to pick certain names.
It's awesome that the game feature two stories that overlap and that contain multiple endings.
I noticed one bug, when entering Michelle's car, no matter if you're holding the tape or the wallet, it will always say wallet as an option. Either way, the options reads the correct dialogue.
Good menu.
The dig and build mechanic is super creative. For example, I really liked behind able to stack a line of sand and clear it within one dig. The keys work perfectly.
I do feel like the arrow tiles that use turns are sprung on the player too quickly. It was quick difficult to understand what they were doing at first.
Music fits the theme of the game well.
Menu works well.
Movement feels clean. I feel like slide, and air dash should be tutorialised sooner, to know how to get the first Max HP upgrade.
Camera clips through walls sometimes.
Auto aim works perfectly as well as manual aim. AI combat feels fair, though, the wizard that can shoot the explosive square can either shoot through floors, or the blast radius goes past the floor.
Sometimes it's unclear where to go, and what the overall objective is.
I couldn't get the controller to work, but keyboard felt just fine.
Main menu is clean and lovely to go through. Glossary is a nice touch. Messed around with the mouse a bit, when you click away from the buttons, the buttons lose focus, you can use an invisible layer for this to block inputs on the background.
Combat and movement feels responsive, and there are a good variation of characters. The fighter class seems to have harsher combat timing in relation to others, resulting in button mashing. My instinct says the human special is more useful than the Elf's, but I didn't manage to test with another player. This means I can't comment on defensive gameplay either unfortunately. When moving towards the enemy, the special grows, is this intended?
Aether reminds me of Infinite Azure from Tekken 7. Would be a nice touch, if you was able to move infinitely in both directions. Water footstep sounds would be good as well. The rocks on that stage feel out of place. The forest levels look great, but are slightly laggy. I have no complaints about the other stages.
The music and sound effects overall are nice to listen to.
Main menu looks good. The mouse is not visible on start, so I had to use the Windows key to reveal the mouse.
The narrative and objective is made clear through the cutscenes and notes.
Game can be slightly laggy, an FPS limit could be good.
Tutorial is clear, and I was comfortable with the controls by the end. Melee combat is good, and spells work well (though didn't feel the need to use them much until the end). Potions work well (but stack up quick). The dash is extremely useful, maybe too useful. I was able to travel through the world quickly because of this, and this made the exploding enemies extremely easy to beat. Maybe a cooldown, or tying this to the special meter might balance this.
The melee enemies damage hit box seems to be active too long. For example, when dashing away and immediately dashing back post-attack, I occasionally took damage. A timer linked to swimming is strange, maybe a oxygen bar instead?
Light beams in the sky are very useful. Good final battle, and well disguised.
Couldn't get the controller to work for this game.
Looks amazing! Looks like a 2D game within a 3D environment. Not sure how you've pulled this style off so well. Menu is clean, and combat and grappling is really satisfying. Grappling reminds me of Ghostrunner.
The fact that the weapons are melee seemed unclear at first. Took me a while to realise the grapple can drag enemies towards you. And because of the visuals and the overall pace, it was quite confusing to know where to go sometimes. I know this is a speed running game, but did someone actually manage to beat level 1 in 48 seconds??? I barely managed under 2 minutes! There was the occasionally Unreal fatal crash as well.
Creative concept of past runs existing in the next! Puzzles are creative and player moves well. Music fit the theme of the game as well. Liked the funny nature of the tutorial.
There was weird timing issues with the boosted jump, and this didn't seem to fit the timing of the bending knees animation. The throwing felt inconsistent, maybe press E to hold, and then click, rather than having to do one after the other quickly.
This was so much fun! The theme fits perfectly, you're literally making loops. The music fits the pacing of the game really well. The art is charming to look at, and the main mechanic alongside the opposites attract mechanic is creative and engaging. Seeing the loops at the end was a great touch.
The enemy dog felt more like a chance based mechanic, occasionally making me start over right from the start. More control here would make this a fun enemy. Why do they like lightbulbs so much??? Sounds painful!
I was able to make loops outside of bounds, despite the red cross UI. Would have been nice to be able to close the tutorial UI popups (which I think was the intention with the Got It buttons, clicking didn't seem to do anything).
As someone else said in the comments, I think starting the timer on the first move is a good call, or at least during the tutorial levels.
Super fun game, nicely done!
Really cool concept, of mixing game genres with a looping track. The driving reminds me of art of rally. Music fits the game perfectly, and sound effects are good.
Regarding the main menu, the text blends in with the background making the text difficult to read. It's quite common for the car to get stuck when driving off a ramp (probably a skill issue). Instead of having to pause the game, a key to restart the game would have been convenient. The timer seconds do not revert back to 0, they keep counting up from 60. The transition between game genre's are quite bright. In first-person it's difficult to tell where there bullets are going, and it's a little too easy just to run through this section.
Really cool game!
Had a good time with this! Everything wood, and wheel mechanically work perfectly, the majority of upgrades make sense, UI layout is neat, animations make sense (loving the timer, and the random face on the fire!), and the little bit of narrative from the achievements are a nice touch.
Never felt the need to buy click power, wheel durability, or firewood capacity. Maybe have the wheel take more effort to turn over time:
1. For click power, maybe have the wheel require more effort over time.
2. For wheel durability, maybe have the wheel wear over time, if the wheel breaks, game over or buy a new wheel.
3. Instead of firewood capacity, maybe auto firewood generation.
Achievements is spelt incorrectly at the bottom. Inconsistent casing in upgrades and statistics sections (majority of words start with a capital letter but not all of them. Game gets slightly dull when both infinite upgrades are bought:
a. Instead of infinite wood, infinite firewood would keep the player clicking the wood rather than watching.
OR
b. Random narrative events which disable the infinite upgrade temporarily so the player needs to keep an eye out.
Audio would have been great, especially a fireplace.
Overall, great game!
Thank you for playing! As of right now there are two difficulty parameters, patience, and spawn_time. They increment when the days pass. Found the balancing process to be quite difficult because of the limited time. Shows how important playtesting can be. Will definitely look into making difficulty progression more efficient.
Really enjoyed the process of completing the same level with a twist, fits the theme well. Liked the music and art. Like the three try system as well.
Two minor issues. The font's 5 looks like an 8, so I though I was having stages issues until the end. Also, when you die in mid-air, the jump carries over to the next run.




















