I'm liking the people are lined up down the street. Maybe they are enjoying watching me squeeze blood (juice) from a stone. Making it physics based really added to the whimsy. I'd consider a toggle for squeezing, it was a little difficult to hold LMB and E while pressing Z and X.
Kira
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SQUEEZEING the sheep in with the objects, cute game. Found and put three into the pen. Might have squeezed a little too hard, some of the sheep disappeared into the fence lol. I liked the expression on the shepherd's face. Very determined.
I'd suggest a Paper Mario style turning animation would make it less static without a lot of extra art. Also, spawning the player inside the fence so they know where it is. The level layout has landmarks so I think a minimap isn't needed, especially if you're intending it to be difficult.
SQUEEZEING the sheep in with the objects, cute game. Found and put three into the pen. Might have squeezed a little too hard, some of the sheep disappeared into the fence lol. I liked the expression on the shepherd's face. Very determined.
I'd suggest a Paper Mario style turning animation would make it less static without a lot of extra art. Also, spawning the player inside the fence so they know where it is. The level layout has landmarks so I think a minimap isn't needed, especially if you're intending it to be difficult.
Good mix of action and puzzles. The sizescaling and name reminded me of Alice in Wonderland. The art was delightful and the camera zooming out with size was a nice touch. Took me a couple tries to figure out the arrow shooters, it was a good challenge. In a post jam version I'd suggest effects when you're changing size.
Good mix of action and puzzles. The ships had a stunning sense of scale. Specially when the second boss appeared! Liking how ships felt totally different from each other. And you needed to adapt both to the ship you're in and the new enemy ship. The complexity of the designs were delightful to look at. The game was pretty difficult, I'd suggest restarting the level not the game when you die.
Hectic and fun. The visuals and particles were nice and who doesn't like destructible objects? Really liking the map design variety and amount of different models. I was enjoying exploring the map and seeing what was there. It was a bit hard seeing if I was hitting missiles and how far they were. I'd consider some UI highlighting items that can be collected and a win screen. I almost didn't know I had to land and touch presents to collect them.
Good theme use which worked for both players. Really liking the boss character in the background. Dodging fists was hectic, though a bit easy if it spawned on the other side of the screen. Is there a way of choosing which side the fist spanws from? Letting them spawn from the top or bottom would be neat. Definitely could see this having more stages and attacks.
Easy to learn and very addicting. Lot of fun dice combinations. Really liking the game explaining the results of the roll too. It was a very nice touch. It's satisfying when you get a good roll, specially with the rattlesnake and longhorn. Don't really have any suggestions, maybe more effects and juice for player actions?




















