Skip to main content

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

Lock146

17
Posts
1
Followers
A member registered Aug 07, 2018 · View creator page →

Creator of

Recent community posts

We're glad you had fun!

What a fun little game! I played it for about 20 minutes, and got to where I could whip up a quintessence in no time. Early on I would dread seeing the quit quintessence block, but after a bit I had memorized all of the atomic combinations.

What a fun little idea! Some of the puzzles kind of felt like hiding from enemies that would normally be patrolling around, except you also controlled the enemies which is kind of a neat and funky twist.

What a fun idea! I think the concept is really fun. I like the balancing act of throwing away just enough money to not look weird, but still be winning enough to make it worth your time.

This game looks great! I would have liked some text boxes to learn about some of these characters or something. Just to help build the scene. They all look so interesting. I want to get to know them.

This game taught me that Mental Mastery can be achieved with just a spray bottle of water, a wrench, and a fly swatter! This game is very cute, I had  a good time with it once I realized that I was supposed to lose focus the first few times.

I was very confused on how to play until I went back here and read through the whole page. With the gallery images plus the comments I was able to figure out what was going on and... What a fun idea. I love that you can drag your coins across to focus completely on attacking/defending or rebalancing your loadout. Once I saw that I was supposed to hit Space Bar instead of Keep I started making progress. I like the Keep mechanic, but I definitely was confused about why it seemed like I was never doing anything. The art looks great btw! Great team effort

Ah! It was secretly the password game all along. That's a very funny play on the idea. Great art too!

It's fun but it is really hard to hit enemies. It feels like y'all were going for an arcady game here with really quick rounds. I never got the hang of hitting anything super consistently but I had fun.

I like the idea a good bit. It did seem to crash on me after the first level

Very fun little game! Reminds me of Puzzle Quest!

I adore the art style! I wish more of the art could have gotten into the final game. 

Very Cute! The art is very nice, and the mechanics felt pretty easy to understand. If I ever got confused I just tried going back down the other path to see if I missed something. I like the character design he looks like a chill guy.

(1 edit)

I really enjoyed this a lot! The chromatic aberration looks very nice btw. I really enjoyed each level. I did think that the difference in time between solve and execution in level 3 was bit high, but I get it. I really liked the humor and the continuity between level 4 and level 1. I will say though, I'm not sure how you are supposed to get out of the starting room, I ended up just doing the old strat of jumping, holding the meat cube, letting go of the meat cube, jumping, rinse repeat. It didn't seem like the boxes were stackable, so I figured I'd give that  try, and after some fiddling it worked. The writing was really fun@ thank you for putting the time into that element of it.  Also, as a note to anyone wanting to play it, you can grab certain doors that, that confused me for a minute and I wasted some time.

At first blush I found the mechanics a little frustrating. Like, I wasn't a huge fan of how if the person said what they were looking for and you were in a position where you had to reality shift before you could get to the medicine to keep from getting psychotic or depressed, then the reality version of what they said would linger and you had to try to discern between their request and the fantastical options presented to you. I also though that it was way too many medicines to have 2 variants of.  As I stuck with it though I started to realize I was just thinking about the game wrong. Once I started to get the hang of the fact that the mechanic was intentionally designed to force me to monitor my bars, I realized that it was my fault that I was getting the discrepancy and that I just needed to manage my meters better. Past that though, I also noticed that I was starting to discern between the real and fantastical more consistently by just remembering the positions. I just had to play long enough to get familiar with it. The game gets a lot more fun when you realize that you have a lot more time to grab medicine than you would think. I ended my last game with 2200 points.

Very fun! Classic tower defense. I think the theming is very clever. The difficulty spike of the clowns of level 13 is wild, but it feels like if I was bum rushed by 20 clowns at high speed I probably also wouldn't survive. I think this game taught me a valuable lesson about coping mechanisms, and that if I just took a ton of pills all the time I could weather any storm, expect for a storm of high speed clowns. 

I think the idea has potential, I just wish for the sake of expediency, if you made it to the next area, it would become a new set of challenges instead of making you memorize all the way up through the last level too.