lmao are our brains secretly linked or something
LightPotato
Creator of
Recent community posts
I liked the idea of doing the same level but with different control schemes. Jump king controls was my favorite one idea-wise, it was the most difficult level tho.
Also it's nice to switch things up with the shooting section, interesting how the different weapons changes stuff a lot. I just wish enemies didn't spawn near the player
Of course I should have expected exit 8 type games after the theme announcement lol. Nice job on setting the atmosphere and composing the music! The echoing footstep sfx would help a lot with the vibe if it was there.
Admittedly I was annoyed by the tutorial message popping up every time after I mess up, not too much of a deal tho
I have been summoned as a GD player
The level design is nicely done, and the difficulty curve feels right. I also liked the simplistic visuals in this one, and especially the rolling eye was cute.
The wall hugging mechanic doesn't seem intentional and hinders the jump from a few places, but it got a potential to be a sick gimmick I feel
Very addicting, I could see myself wanting to buy just 1 more orb upgrade. Nicely done game loop! The big monster killing other monster made me feel like I was only dodging minions and not defeating them myself, but it was a useful feature for the XP farming I guess.
Really wish there was some sfx for attacks and dealing damages, would make the game more satisfying to play
The setting is so awesome, the musician playing the same music forever goes so hard as a concept. I liked how the character changes the poses to the beat.
Though you can gain score by spamming spacebar and ignoring the rhythm, you might want to fix that by not registering score if the player presses too early.
Nice mechanics here, it was fun to capture loads of enemies and swing them around for a big combo. I also liked how the camera moves depending on the mouse position.
It would be more interesting if the captured enemies blocked projectiles. Btw you can go out of bounds by going upwards since cactuses there have no hitboxes
I see we had a very similar direction for approaching the theme, and yet there are a lot of differences between mine and yours. Wish I could check this earlier.
For the game itself, it got some really cool mind-bending mechanics! The red spikes, dual characters and the rotation adds a lot of depth to the gimmick. Level design is well done too, having similar layout but different target shape makes each puzzle fresh and not too intimidating. I should steal this idea
Managed to get to lv 36, those puzzles are really getting tough. Congrats on top 100!
Very creative take on sokobans! Some of the levels were very clever, level 7 utilizing slicing to make a bridge that pushes the block downwards was a cool trick. Also for level 9 I had to think about how much blocks and targets I'll need, and the answer being a pythagorean triple thingy was so cool.
The settings menu changed my life, 'nothing' option was so impressive I cried. Thank you
Anyway the ant physics was very impressive. I assumed the ant would just fall off the brown side of the table when I walk off, and it turning around suprised me. Good job on coding this, I assume that was a nightmare. Making some differences to the ant as it eats more stuff would be a fun idea, like making the ant faster or changing its appearance.
Ah yes, AAA company asks me to scale down the Godot logo. Very based company
This is such a unique take on the theme, human-done compression technique is something I never have thought before. Maybe the game could be less tedious by providing paint tools and such, but I guess that's the point of this game lol
Very creative concept here, I like that not everything is explained explicitly, and everything (except levels) is unlocked from the start. Yet I naturally discovered these functionalities when they become relevant, this design is really brilliant.
I'm not sure how it fits the theme and the game could have some sound effects, but it's a very solid entry regardless.