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Lifeless

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A member registered Mar 09, 2022 · View creator page →

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ah. that is likely true then. we made this on PC for PC.

didn't think anyone would be trying to play this on a phone. didn't even know you could get it working on android at all honestly.  :p

Thank you very much for your feedback!

Especially for letting us know which level it was that made you give up, and what it was that specifically killed you, that's invaluable info.  I do agree though, that level is just barely too long/unforgiving enough that failing near the end made me want to give up as well.
We'll make sure to add some coyote time when we continue development and polish the platforming mechanics, hopefully that and a few other adjustments will make the gamefeel a bit better. Probably tune the levels a bit as well to make them tighter, or a checkpoint system, something to make failure less frustrating.

My sister put a lot of work into the art, she'll be happy to hear you liked it.  If you'd like, you can skip ahead with the level select to the final level, which honestly I also think is a bit too unforgiving, but it was too late to change it before uploading. There's some more nice art at the end as a reward.  :p

Thanks again for your feedback!

mods....arrest this man....

was that at the initial cutscene?
my apologies, the "skip cutscene" lets you end it and get to the actual game!

my sister worked really hard on the cutscene, but on top of all the other art she had to make for everything else,  we were only barely able to get the cutscene in at the very last minute. currently the skip button is the only way out of it :p

ideally it would auto-transition to the main menu scene, or be a little bit clearer what's going on. and also ideally it would be cropped properly :p

Thanks friend, you could say it elevated your quality of life? That you ascended to the next level?

Heheheh ladders.......

Thank you! ^^

Nice! This has a lot of things very well executed.
I like that the fruit can bounce into each other, if the cooldown for throwing fruit was lower I could see some fun silly physics shenanigans with trying to throw multiple in the air at once and bounce small ones into targets off the big ones, or knock medium ones into targets with the big ones.
Great work!

The fact that you were able to make something with real mechanics and strategy playable in only 12 hours is insane.
I'm also a sucker for mouth sounds, always gets a laugh out of me.  :p
Very well done! The concept is quite funny and I can see a lot of potential in this.

Thank you!!
I agree with all your points, some of those things we either didn't know how to do or sadly didn't make the cut for early build as we began to realize our Minimal Viable Product needed to be far more minimal. :p
Thank you for the tip on how to make it roll, that was something we couldn't quite figure out and the advice is very much appreciated.
Originally the idea was to have the Boulder able to smash through the blocks and/or navigate some hazards as it chases after the npc, we're excited to try and fully flesh out this idea. :D
Your well wishes are also much appreciated, thank you very much!

Thank you!

Nice work! This reminds me a little bit of ActRaiser, and that was a good game.  :D
I can definitely see potential in this with different systems interacting over time, maybe with a slower pace and certain powers helping some aspects of the civilization while hindering/destroying others so the choices are even more strategic.
Very nice!

Thank you very much!

Thank you very much!
And yes, sadly the time ran out before we were able to implement the win/lose conditions.  :p

Woah... this is fantastic!

I love the title, always appreciate a bit of wordplay, especially when it also perfectly describes the concept.
And the concept, you executed very well. Already by the 2nd level you can feel that the puzzles are quite clever.
Very nice :D