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LeoMcA

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A member registered Jun 10, 2021 · View creator page →

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thanks for the feedback!

That's an interesting one about the jump, I haven't seen that before, will take a look.


Played around with having the claw be hitscan or just faster, I ended up really liking the travel time with how it adds depth to the Speedrun, but it probably needs some sort of indicator telling you when it's gonna attach, especially if it's hitting something off screen

Okay now I have actual competition

DAYUMMM HOMIE

Ayy thank you! Saw your comment that's real kind!

Yeah I mean flipping gravity on a timer is a god damn excellent puzzle game mechanic, I'd personally just like to see a way shorter timer and for gravity to be switchable mid-air, as in if the player times their jump so gravity switches in mid air, they get the expected outcome

personally I'd like to see a build where, once on the ground, you accelerate *very* slightly towards the cursor position, just enough to have a slight amount of control after landing but not so much that it nerfs the core gameplay of watching your bad launches end in disaster

This is great! Really nice platformer controls and a fantastic concept.

I wish the rewind time was like half, for me at least it felt like a really long time to wait between actions

great job!

I can't believe you found that font for the timer, golden!

This is fun, but I wish you could slightly control your character's slide, having nothing to do for 90% of the game and watching yourself flail haplessly off the edge is a really cool concept, but I think some more interaction during that time would spice up the gameplay

real fun though!

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This is exhilirating lmao

So the fundamental game design here is fantastic, I felt really challenged getting the the end felt great. I can truly class myself among the elite. An excellent rage game.

The movement controls well... they're awful, but it actually kinda works here. Having the player be difficult to control through really precise runs is the core of your game, leave that as it is for sure. But spike hitboxes should never be as big as they appear, to our monkey brains it feels like we die unfairly. It seems like you spent a lot of time doing levels and not a lot on polish, which is totally fair, but I think this game would really benefit from some post-processing, some coyote time/ general leniency and a better (but still unweildy) player controller.

All that aside, this is the most fun I've had with a submission so far. We also skirted with this idea for our platformer, it's good to see someone ran with it this hard.

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"Impossible"

Super cool concept! I couldn't get past the first level lmao.

I'd love to see this mechanic in a more fast-paced game, three ffull seconds before you gget to check your answer is pretty frustrating and also having time pressure on figuring out a puzzle solution isn't the kind of stress I'm super into in a game

Visuals and audio are really great! 

Nice! Aesthetics are super cool, really really polished! Feels absolutely frantic to play which is exactly what you want from a game like this, the aesthetics and mechanics fit together perfectly

Camera is pretty horrifying but you could argue it adds to the feel lmao

Imaculate vibes! Love the audio and visuals, really charming! gameplay concept is super cool as well! If I had to give feedback I'd suggest increasing the player speed by a good bit but that's all!

very good job!

This is fantastic. I mean first off that mechanic is ssooo clever. Bullet hells are always fun, but the added complexity of indirectly controlling a physics object that's your only source of damage? That's awesome.
Fitting the theme perfectly with each number having its own totally unique playstyle. I think 2 is my favourite, that one feels particularly fun to control and would make a great standalone game.

If I had to give critique, I'm say the player movement controller could use refining. Check out this fantasic video by Tarodev

Great game, really enjoyed that. 

Thanks for the feedback!

You're definitely right about the barrier to entry, I think we might develop a bit more and maybe shoot for spreading the difficulty curve out over five levels and use the first two levels to really ease players in, then end with the movement tech

Impartial and unbiased content

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nice! Yeah been playtesting with a few different folks tryna identify those points, level 2 is a sharp difficulty spike, I feel like this difficulty curve but polished and spread out over five levels would be ideal

Cheers! Shout-out to the phenomenal NexGenInsanity and Rafunzel for crafting a gorgeous aesthetic.

Sounds like the difficulty level hit well for you? I was aiming for a fairly challenging jam game, probably some pain points that we'll be ironing out over time.

Thanks for playing!

Thank you!

So we did notice that bug during development but I left it in for that very reason, it's pretty janky if you don't know about it all I might make it harder to perform, and I haven't found any shortcuts with it yet but I'd be amazed if it didn't break any levels, most likely the third

There's also a bunch of deliberate movement tech in there and I'm curious to see if players find it

we fixed the camera a bit, thanks again for the feedback!

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Thank you!

Fair, I'm a master platformer player who didn't spend enough time balancing the difficulty so I imagine it's wayyy over-shot

Excited to play yours when I'm home!

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Fixed it! Got permission to update this build

Thanks, glad you liked it! And really appreciate the bug report. I addressed most of these in the post jam version (see itch page description) and will definitely keep polishing,

Nice! Really juicy

Thank you!
Yeah agreed, it doesn't feel great when you line up your shot only for the camera to move.

With more time and polish I'll definitely get it feeling better.

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Fun, I beat the first level but the main difficulty comes from not knowing what's coming next, I'd love to see this with more polished levels and a more forgiving difficulty

Agreed, in a hypothetical post-jam version we'd focus a lot more on ways to incentivise player creativity

This is real fun, not my kind of game at all and I really enjoyed my time with it.

For feedback - It's real hard not knowing how many hitpoints/ stamina points climbers have, not knowing how many tiles they can move etc. I think if you exposed more about what the climbers could do next turn it would let players think more strategically.

Presentation is top notch, just that little pinch of narrative text really goes a long way.

Oh my god thank you for reading your intro text, front-loaded reading is a pet peeve of mine

Ayy that is very satisfying to hear as a designer lmao, the initial concept was focussed on emergent gameplay so I'm glad that shone through

That's an all fives from me, damn.

So first off, you managed your time and tasks SUPER well. A full menu system with a leaderboard? I mean come on, that's just flexing at this point. 

Then the gameplay design, what can I say? Frantic, chaotic, physics based fun with a genius lose condition. Keeping track of a bunch of different physics objects adds so much depth to this simple mechanic, and the lose condition forces the player to do this which makes it really engaging. 

If I had to give critique, I'd say Left Click would've probably been the better choice for the action button. That way, If you rework the theming a bit, and make the shape of the hole change to a square to communicate that system, your tutorial would just be "Drag the ball into the hole"

Great work, everyone!

moo (but in a doom guy voice)

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Just fantastic.
The aesthetics and mechanics mesh beautifully. I'm curious which one came first in the planning stage. 

We workshopped a similar similar narrative idea to this, with a system that calculated the hero's "fun" level and scoring based off of that. We were gonna go bullet hell, but this gameplay concept and art style are a stroke of brilliance.

You've managed to make playing as an antagonist feel warm and heartfelt, which is just crazy to me.

Also audio implementation is so clean.

Cow.

10/10.

Ahh cool, yeah just make that clear in-game and you're golden!

The mechanic looks cool, but I couldn't understand it. It keeps cancelling what I do without showing why. 

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Socialist propaganda the video game? Based.

I REALLY like this. If you haven't played "universal paperclips", go check that one out. The way you use mechanics to demonstrate the point that even if you dedicate your entire waking life to philanthropy, there's no way you can even make a dent in a Trillion dollars, is just fantastic game design.

Mechanically, I didn't see enough depth to keep me playing till the end, but I really hope the final unlock is like "Overthrow capitalism and then commit honorable sepuku"