I also noticed the lagginess, thanks for discovering is related to the window resolution. We had to upload a 'developer build' because we were running out time to create a production build, my guess is that is impacting the performance.
JP-Lopez
Creator of
Recent community posts
The game loop is awesome, very well made and the mechanics are crisp and clear.
What i enjoyed the most was the strategy you can make around the power ups in the dial. Really interesting, like putting a bomb and a heart together, to perform a kamikaze strategy.
I would add more pause frames in between actions. After adding a power up in the dial the game restarts like too quick, and also when the dial completes a loop, the stop is too sudden.
I really enjoyed this game. Remind me of those Wario games.
What I enjoyed the most was all the mini-games and the humor in general
I would prefer that written instructions would always show up in the same place, preferably with some highlighted color. I lost several games just searching for the instructions or text
I really enjoyed this game. Remind me of those Wario games.
What I enjoyed the most was all the mini-games and the humor in general
I would prefer that written instructions would always show up in the same place, preferably with some highlighted color. I lost several games just searching for the instructions or text
It took me a couple of tries to get the hang of it. Once I did, I got very invested. I'm very bad at moving things with mouse, so probably my skills contributed to not being able to beat it once
What I like the most is the mixing of casino and money management.
I would increase the size or area of action for the cables, it needed almost surgical precision to cut those wires. Maybe that was the idea?
Very well executed. As other pointed out, the difficulty curve is very steep. Maybe gaining some HP after wining a fight.
What I liked the most is how self-explanatory everything was, great work there
I would have animated or added some visual cues to the attacks, so highlight more how much damage I took or made to the enemy, i felt the dialogues weren't enough to keep track.
Quite relaxing game.
I enjoyed having a fishdex, to look for what I'm missing. Makes it fun. I would actually load that screen after fishing, to show the player where that fish falls in the index. Perhaps some text blinking on the affected entry.
The music was too high-pitch to my taste. After a while, it gets tiring.
The spinning part could improve if you slow it down so the player can read the text. Instead of stopping at once, so a small slowing down, like a roulette. That would make it attracting to the eye.
Quite relaxing game.
I enjoyed having a fishdex, to look for what I'm missing. Makes it fun. I would actually load that screen after fishing, to show the player where that fish falls in the index. Perhaps some text blinking on the affected entry.
The music was too high-pitch to my taste. After a while, it gets tiring.
The spinning part could improve if you slow it down so the player can read the text. Instead of stopping at once, so a small slowing down, like a roulette. That would make it attracting to the eye.
Very interesting idea. The mix of puzzle, physics and dungeon aesthetic works very well together.
What I enjoyed the most was watching my solution unfold after I carefully placed all spinners. That moment is super satisfying. You should definitely explore that more.
I agree with others that the controls were not that great. At times, it was hard to pick the spinners, and the pink mark doesn't suit well. I would change it to an arrow, so you know roughly the direction the missile will be launched.
I would add a missile whistle sound to the missile while traveling. Kind of like this one: https://elements.envato.com/bomb-whistle-BCMB8U6
Playing around with gravity never gets old. Is such a great platforming mechanic. The spinning hat is a nice touch. Is the character named Juniper, perhaps?
I enjoyed the game design. It felt like Celeste, every mistake it would immediately take you back to try again. That keeps the pace of the game, and engagement.
The controls need more refinement, as well as the hit-boxes of spikes and other obstacles. When they are too strict, too pixel-perfect, it doesn't feel fair for the player.
The horizontal movement could start slow and accelerate over time. Same with stopping, adding a bit of slide feels great. A couple of pixels extra in the jump landing, so you're more forgiving when landing next to a hazard. All of the above, are some improvements I think would take your game to a new level.
Specifically for the spikes, make them bigger, or more noticeable somehow. On occasions, it took me multiple attempts to realize I was hitting spikes.
Great game, the mechanics felt great, which can be challenging when you have physics-based movements, like the spinning.
What I enjoyed the most, were the weapon's combinations you could do. It was a great design choice to have weapons act as 'power-ups', adds depth to the loadout.
If you're thinking to expand on this game, the biggest risk I see, is the spinning mechanic becoming repetitive pretty soon. In my case, after 4 to 5 levels, started to feel repetitive, and I could predict enemies movement patterns.
I was able to play it on web without any issues!
I like the mechanics, there is a bit of randomness that makes you focus and engage.
the spikes are too pixel-perfect to my taste, I would make them a bit larger in size, padding the hurt boxes a couple of pixels, so is more forgiven.
Overall, great game and idea
A very simple and well made game. I think you nailed the idea of keeping it short and simple, yet still fun.
I loved that I didn't need any tutorial or hint to understand how to play in the first level. The same with every new element introduced. The game was capable of explaining by itself. Great work there!
I was able to play it on web without any issues!
I like the mechanics, there is a bit of randomness that makes you focus and engage.
the spikes are too pixel-perfect to my taste, I would make them a bit larger in size, padding the hurt boxes a couple of pixels, so is more forgiven.
Overall, great game and idea
A very simple and well made game. I think you nailed the idea of keeping it short and simple, yet still fun.
I loved that I didn't need any tutorial or hint to understand how to play in the first level. The same with every new element introduced. The game was capable of explaining by itself. Great work there!
I'm not a regular player of this genre, therefore, I'm not sure how much I can analyze it.
First, the art, color palette and music blend very well together. I would suggest better contrast in the dialog boxes, and different text colors between characters, so is easier to follow.
At first, I found it very short. The 'Restart' give me a hint that I should probably choose different answers. That's how I got to a second ending. This part should be made more explicit at any ending: explain to the player they can play it again, so they found the different endings.
I like this idea, unfortunately, the game crashed after I landed the meowlien. This is what I saw in the browser console:
"Scene 'Victory' couldn't be loaded because it has not been added to the active build profile or shared scene list or the AssetBundle has not been loaded.
To add a scene to the active build profile or shared scene list use the menu File->Build Profiles"
Thanks for trying the game! I just uploaded a newer version of the game with the missing pieces. It would mean a lot if you try it again.
I have fun making games in pico-8 because it forces me to learn inner works of game development. For example, this game had many rotation mechanics, and I had to figure out the math behind that.
I think a shader-like feature inside pico8 would derail the main purpose of pico8.
Instead, I would prefer an external tool that can run pico8 cartridges and add shader behaviors.
[EDIT] Turns out someone already thought of my idea: https://github.com/greggman/pico-8-post-processing
hi!
Thanks for the kind words.
This game was my Proof of Concept to mix 2D with 3D elements, and to learn Unity.
Im using Unity 6. And I believe the missing screen is because the Web version is a dev build.
I’ve already started the work on the commercial version of the game, working with a professional illustrator for the art and character design.
Powerups were a very last addition to the game. Mostly I wanted to implement a strategy pattern and usage of scriptable objects. I didn’t put much attention to the experience, honestly.
I love a good beat'em up.
I think you have a solid foundation for the game. Like Burnerknight mentioned before, the game gives you that dopamine hit that keeps calling you to play again.
In terms of improvement, the fighting mechanics need more polishing.
- It suffers from 'ghost' hits, which is when you get hit, but is unclear who or when.
- Speed up the hitting animations (aka Fire Rate), They felt slow.
- Block/Dodge. I missed having a dodge or blocking mechanic in the game. Maybe there's a shield weapon that I didn't get.
- Permanence: keep the bodies in the scene as you defeat them. Same with throw able weapons, weapons, bullet caskets, etc. You can reset them per stage.
- Jumping: the jumping mechanic is useless. There are no obstacles or different floors on the level, and it doesn't save you from getting hit. See my point on Block/Dodge.
This is a very well done game. I've only played this final version. No idea on the progress since the alpha.
I can tell the level design, balance of firepower, enemies, and puzzles are all there.
Small feedback, when the player is within the range of an intractable object, add a glow/outline or any visual queue to signal the player you can already interact with it.
Very good start. I loved the mechanics. It was HARD to beat.
The movement of the player feels to floaty. If that's the intention, then all good. If not, I would suggest checking the physics settings. Perhaps you need a 'gravity' in the opposite direction of the player movement. You could also implement some sort of brake or drift mechanic, if it fits the game.







