Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

kosmicwaffle

18
Posts
4
Followers
4
Following
A member registered Mar 14, 2024 · View creator page →

Creator of

Recent community posts

For context, I survived one full day/night cycle before quitting since I assumed that was all there was in the game.

The mechanics were odd, I don't believe I would've understood any of it if you hadn't explained beforehand, even now I still am unsure what the deliveries do. There are long stretches of time where there is no music playing and nothing to do because there are no deliveries (some of the objects fall through the ground before I can pick them up and permanently take up that spawn location). The doors that randomly open in the night couldn't be closed unless I had a delivery for that house first, which I felt was odd since that also left the night feeling mostly empty even when it was meant to be more tense. The chase sequence was interesting, though just telling me to click made me confused on which button to press, so I just started pressing every available key I knew did anything to see if it worked, and there was no indication I was making progress until I suddenly got let go a house away from the evil door. Another small thing is I think having no left and right movement does significantly detract from the experience, mostly since those are just 3D controls you always expect to be there.

I really liked the graphics, it felt like there was a good style going, though I'd like to see maybe a skybox or something blocking the edge of the world so it's not just obvious it's a plane. The audio was good as well, my main complaint is just wishing the songs looped to always be playing during the day and night instead of cutting to silence for a majority of the game. I didn't really notice the cameras doing the things you said they did, but that could've been me not doing something to trigger that behaviour on my end?

The gameplay was original, though not very enjoyable since I wasn't sure what my objective was other than vaguely "survive", and I think a tutorial (even just a small thing when you load in or in your house) could help a lot with that.

Overall, genuinely a pretty good 3D prototype that feels like it could be expanded on in a lot of ways to be a really interesting take on survival horror, can't wait to see how you end up developing it!

This definitely wasn't what I expected from the sequel but I like it a lot more than the original honestly. I think the Evil Pizzeria formula is really finding it's footing with this entry in the series, and I love the willingness to experiment with the jump to 3D.

The timer effect is definitely the weakest part of the game, the sound plays over the audio I want to hear and just artificially prolongs the pizza making without a gameplay advantage, maybe use a visual indicator or turn that sound down a lot?

I replayed the game twice to get all the dialogue options since I really wanted to do a sick backflip. The first time I chose the most normal options, the second time I chose to be silent, which I assumed would still allow me to do a sick backflip, but upon further investigation it seems this option is for the true speedrunner who wishes to save fractions of seconds on skipping dialogue. The third playthrough I was immensely disappointed at my player's inability to do a sick backflip, but I can forgive this because I can see how this character's development in further entries in the series could go with them learning to backflip despite the ingredients' lack of belief in their abilities.

Overall, good game. I like pizza, evil, ria, and er, so this game is exactly the kind of genre I enjoy.

(1 edit)

I really enjoyed this game! I got 10 or so submissions in before failing so I don't know how far it goes. The graphic and audio design was really well done, I think this submission might be my favourite use of the theme!

I think the gameplay was really unique and original, but certain rules (the 13 letter one in particular) made the game so much less fun since instead of reading through the pieces, it encouraged slow and boring gameplay by counting the letters in all the big words which made me skim through the earlier pieces rather than read them fully until the rule with a list of illegal words was added. One more thing, there was a piece that used a long dash instead of the two shorter dashes to represent an em dash and I wasn't sure if I failed that piece because of the em dash rule or not, so sticking to one consistent way of representing em dashes would help a lot!

I really wanna focus on just how cool I find this game concept, it's super original and I really think it could be a fun full-fledged game if your team decides to continue development!

(1 edit)

I never made it past the 3rd level, so I haven't seen anything past that. The flesh system is interesting, but I didn't know how it worked with the explanation given until messing around with it myself and seeing how the bar filled (I originally thought the blue ones were health). The movement is very janky, I feel like the levels were sized too small and the character too big for them to work properly. There was also very strange hit detection at times, especially how landing on the bottom spikes does 1 hit of damage and then removes your ability to jump entirely.

Graphics and audio were very good (though lacking on sfx, the game could benefit from some way of letting the player know they got hit), I really liked the vibe of the game, definitely fits the theme well, I think if you fixed the movement this game would be really fun!

(1 edit)

I could never at any point tell what anything was doing in this game and I can't tell how intentional that was. The first time I died instantly and the second time I got to 8300 score then had to wait in place for the enemies to kill me because I wasn't sure if I could die or not. Overall it was interesting, the onion graphic kept flashing with more things spawned than were on screen normally and idk what was going on there but it hurt my eyes a lot. I couldn't resize the window at all but I assume that was intentional.

I really liked where this game was going, unfortunately I couldn't find a way to get past the second input. I got the password to the phone, the voicemail and every other possible clue I could find, but no matter what I input for the address, it wouldn't let me continue. It's unfortunate because I really wanted to see the rest of the game.

I think the gameplay is really fun and unique, but the input system doesn't always work properly. There were multiple times where I had to close the game, reload, and do everything again because it stopped letting me click on the input boxes to type, enlarge photos, and hear the voicemail.

The graphics are definitely a highlight of this game, and I liked the audio you picked to go with the game's vibe!

This game clearly had a lot of work put into it, there are just a few issues with it that made it hard to play. First, there's so much to read that I think the ability of pause the game would be really nice (unless I just didn't find that option) especially since it starts immediately. I made it to wave 18 before the game froze and I had to close the .exe process. (Every time I try playing it again it crashes randomly when placing towers sometimes.) I was enjoying trying out the fusions (even if the cutscene is a bit long and takes you out of the gameplay, I'd like if there was an option to skip it after the first time) until I found that I couldn't place hands, I could place everything else just fine but hands didn't work, which meant I couldn't try out any of the fusions I assume were locked behind the one with hands and lips in a checker grid pattern. Overall, really good use of the theme! The tower defense gameplay was fun (though I could use an explanation on how the shields work since most of the text felt lore-related and not mechanics related) and I enjoyed the visuals a lot!

I really liked this game, might be my favourite submission so far. The gameplay was super fun and balanced really well imo (made it to wave 7). I think the biggest drawback of this game is the lack of effects when you hit something or get hit (sound, screen shake, etc.), something to indicate that would help a lot, especially with the shooting chairs as I had no idea their projectiles were doing damage since the falling spheres looked so out of place. The opening cutscene was a really nice touch, this feels like a very polished entry!

I played until I ran into the invisible wall, which happened after the boss killed me on my second run (I don't know how much health I had or if this was supposed to happen since there was no indication of my health or if this would progress the story). I also ran into a massive bug where the text box was bigger than my screen resolution so I could never fully read what was written. I agree with Vivian on the knockback / indication you or an enemy has been hit, I believe that would go a long way for the combat system. Overall, I really enjoyed the music and graphics and can't wait to play the rest of it once you fix the invisible wall!

Tried the downloaded version for a bit to hear the sfx but they still weren't working, I listened to the audio files themselves and they were pretty good! Something must've been broken with the sfx when the game got built, unfortunately.

I played up until round 12 in the web version, where the one-hit enemies suddenly doubled in health which caused me to instantly lose since I wasn't prepared for that. I liked the progression, the enemy AI was really fun and evasive which gave it a good amount of challenge for me. The one problem I had that I couldn't tell if it was intentional or not was the sensitivity of the mouse movements were really sharp, whenever I moved a tiny bit it would completely throw off my aim, and that's where most of the difficulty came from for me. Overall, I really enjoyed it! A few suggestions would be maybe add an aim line where you're currently aiming so you don't have to miss first or look back to know where you're pointing, lessen the mouse sensitivity in some way (it might be tied to framerate if you didn't have this issue), and make the difficulty scaling more progressive instead of all at once.

This was really cool! I love non-euclidean mind play shenanigans, just the right level of puzzling to still be fun!

I've stared at this background for 48 hours and now everything in my vision constantly shifts down and right. I love game development, 10/10 would do this again.

Thanks for the feedback! The chaos mostly comes in after the first few levels since by then the quota is so high you need to purposefully add stress to hit it while keeping it in check enough to not be overwhelmed by the pace. After playing it again I do see how the first 2 levels don't really require that intentionally caused chaos since they're pretty easy to get by.

every time I hit a turtle I get flung beyond the border of the world, 10/10 maximum chaos

this is so cool! I could genuinely play this for so long

awesome game, I have my lobotomy scheduled within the next 24 hours

wow, that surely is pizza