Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

LittlePseudoBunny

2
Posts
A member registered Mar 09, 2020

Recent community posts

Things I loved:

  • That art style is just too darn cute
  • Having all of your attacks also be attacks used by the enemy dice is a nice symmetry
  • Random attacks is a good way of implementing the theme
  • Each attack that could be chosen had a unique feel and use, meaning the random die roll does make you change how you play - makes the mechanic impactful

Things I wasn't as fond of:

  • Without audio, it was hard to tell what weapon I was on at the time / when a weapon was switched. The UI design for your current weapon / switch is a good, the placement is just a little out of the way when you're focusing on the center of the screen for movement and tracking enemies.
    • A side-note, I think this contributes to the timer feeling "too fast". I think the timer is a good length, just ends up putting you in a position where you go "wait, I'm already at a new weapon???" since you can't keep an eye on the UI at all times.
  • Something was a little wonky about how movement is handled when you walk into an enemy. Not entirely sure what it is - could be how the game decides to cancel your momentum + the wacky orbits of the enemies.
  • Wish it was longer so I could play more with it!!!

A game that really well fits the theme! I think the central mechanic is one that is a simple rule that could lead to a lot of emergent mechanics or outcomes, which is always a good thing in my book. Gives me the feeling of "control two characters on the same map" where you can adjust your relative positions by smacking one against a wall, but here you have direct control - which is what I think opens up a lot of the possibilities. It becomes more of a game of map positioning than character positioning, in some senses.

I don't know any good fix, but I think the views for top and bottom were a little constrained for me - I sometimes had a hard time conceptualizing a plan because I couldn't quite see enough of the map at one time to fully mentally map how the spaces could interact. Given at the beginning and end you can see the "tapes" of the levels being offset when you sync / desync, I think an option to zoom out would both be aesthetically cool but also help for those who think more visually than abstractly. Then again, this all just could be the fault of my chronic inability to focus so I deliver a singular grain of salt to take.

Overall had a really fun time with the game!