I could tell you had added a lot of gameplay content to the game, but it was very difficult to tell what anything was or how anything worked. A guide or tutorial, or even a short description or readme file, would have been very helpful.
Knave
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This was simple and cute. I did not like how the second level was stretched to fit the screen, and I wish there was more visual feedback when you got hit, and that it was a little clearer which boxes would kill you and which would push you. In a few places, walls which did not have a red line on them would kill you if you touched them because of the red line on the other side.
Tried to run this on my laptop and while the lighting was beautiful, the framerate was like molasses. It took several seconds for the character to take a single step. It took me a while to tell that I could pick objects up by holding E because when I pressed it it just knocked the pencil away, and my first attempt at holding E to pick up didn't work, so I spent 5 minutes slowly pushing a pencil around the room while moving in slow motion.
Ultimately, it is impressive what you accomplished visually, but the game was nearly unplayable. I plan to try it on my home computer later to see if it was a compatibility issue.
Thanks for the feedback! Yeah I had a feeling the controls would be an issue. To be honest, I didn't really implement them the way I wanted to, and they were pretty confusing in the original game, which is something I should have addressed! Pressing the opposite arrow of the way the fish is currently facing (which is a little confusing because it's slanted - pressing up means up and to the right, left means up and left, etc) will increase tension and decrease fish hp, but only if the fish is currently trying to move and only if you're either pulling down on an upwards-pointed fish or if the fish is going sideways, you're pulling the opposite direction, and the fish is further in the direction it's pulling than center (so for example if the fish is going left, you press right, and the fish is left of center on the map). I... don't know why I made it so complicated. I did all the fish-catching code in a single morning, lol
This was ADORABLE. The first project I gave full marks on visuals or palette use. Gameplay was cute but very simple, and I dinged you a little for the fact that my mouse disappeared on the main menu, so I couldn't select levels without guessing! Seriously, these fruits were perfect, like if Pokemon berries were cuter.
This was cute! I liked the gameplay and the upgrades were satisfying. I did find it offensive to see what appeared to be a man with a woman as a love interest. In JUNE??? Put some top surgery scars on cupid's chest IMMEDIATELY! In all seriousness, this was very charming. I did find the extensive use of a hard black outline and the surprising addition of a saturated purple effect from the acid arrows to be a bit against the spirit of the palette lock, however, and the green hp bars on the exact same shade of green background made it a bit confusing at first.
I initially misunderstood where the enemies would come from, and it ended up taking a very long time for anything interesting to happen as I waited for the monsters to cross the screen to my gnomes on the far right. The balancing of rocks seemed strange as well, as typically in a tower defense game you can buy a new tower after the first successful level, but I had nowhere near enough even for the cheapest gnome.
That said, once it got going, I had a nice little time!
I really liked the spinning disco-ball-moon! That said, some of the other visuals felt unfinished (particularly, the textbox felt jarring). It was also a little unclear when to fire, since it would show 0.0 for a moment before it would say fire. It feels like that kind of timing would be important for a twitchy game like this.
I was a little confused as to how the multiplayer works. Did I need to wait for someone else to go online? Going to see if I can get it working with a friend later and will reconsider my vote on gameplay, but boy did it seem very fast and hard to control. I will likely not be reconsidering my votes for visuals and use of palette.


