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Hurry'Go

23
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2
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A member registered Aug 21, 2016 · View creator page →

Creator of

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For a first entry, I really enjoyed it. The experience is complete and the fun's working, I rated your game higher than a lot of games that seem more polished but wasn't that fun or complete ;)

Best Rate Criteria: Originality

The idea is pretty good but it lacks some laser direction predictability, (reminds me of a mobile game where you must rebound a laser through a grid of blocks that you move) since it's a placement game, the space you end up figuring as your mental model is realy hard to handle and I fear that the "it rotates itself" produce too much annoyance for anticipating right placement... as the two features you designed seem to be incompatible with each other. Valiant effort thow because the idea is good but clearly needs more thinking to actually feel right ;).

Best Rate Criteria: Fun.

Great take on a Lemming's like idea, whithout the crowd and the tactical touch of modifying player's ability to guide to the exit... But it's well done and fun, levels are fine, movement predictability based on platforms placement is a bit difficult. Overall great effort!

Best Rate Criteria: Presentation

I hopped the beat-match would be a bit more precise (it seems to slightly offset over time). Overall it's pretty and nice, levels are a bit hard but not unconcievable. Good job!

Best Rate Criteria: Originality

I didn't manage to go back to the keyboard (I started to pile some books but it took me too long and wasn't really fun, due to ergonomy I guess). Interesting take on the theme thow, great effort!

Best Rate Criteria: ...All!

Best score: 48

I lost a lot of times but the challenge was well handled to make me play again. My brain simply didn't make it. Thanks on the effort of making a warning before the binding change. I think there is some wario ware in all those ideas of changing "controls" as the game goes: you should definitely go that way to polish the difficulty curve ;) (my guess). Great work thow!

Best Rate Criteria: Originality

I finished the game. Needs some polish here and there, especially in level design (lacks some feature to make it interesting and a hard polish on your core loop)

Otherwise I put Originality on top thanks to the effort of making a controller something that may have a heart, a will, a purpose on its own: that's unexpected and I loved that. It's very subjective but I love that kind of stuff, so valiant effort taking this as the core idea! (It can seem an obvious choice regarding the theme but I assume it's not as simple in its design and execution)

Best Rate Criteria: Originality

Best Time: 39

Couldn't go further, especially with the "Season properly" that made me lose every time (salty! didn't get the success condition of this one :/, I just seasonned like a no-no).

The multi-task fits very well the theme. It's a fun experience thanks to a completed design and execution. It's a bit hard, but polish and balancing is for another time: this game is obviously fine right now!

Best Rate Criteria: Fun.

The only thing that come to mind is that you can't really control the two cubes simultaneously, but it's probably due to the whole "2-character-inversed-control" scheme. I mean you end up controlling one cube after another, so the only constraint on the "inversed" cube is that the controls (that match the first) end up being just, well... inversed.

Otherwise, the core loop of having to plan the right trajectory is really effective, congrats!

Best Rate Criteria: Fun.

Interesting idea and good execution.  Like the pace of getting on a platform to wait for the input change (go to safety). Since it's the safer strategy, to avoid it becoming dominant, maybe add some constraints that push the player forward, to manage more accordingly the risk/reward component.

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Best Rate Criteria: ...All!

Best game I tested so far, it's well designed and it's some fresh idea among other jam's entries, and a clever take on the theme. I think you managed well the "what's out of control" pretty well, since the player can still enjoy a sense of control in the gameplay-side of the experience. Discerning experience, clean execution and, congrats for the total experience (the ending was unexpected but a really breathing suprpise)!

Best Rate Criteria: Fun.

Best score: 10 - Enough to get me to an overall understanding of the idea, with a twist in the music (solo guitar) that could have let me reach 10'th stage again to hear where the music was going ;).

Art is good and feedback are great, very satisfying experience!

Understood, no problem ;)

The tactical-based puzzler was a pretty nice take on the theme, since the majority of games I tested so far are physical-skill (shooting, placement, avoiding, reacting) oriented ;)

Best Rate Criteria: Fun

Nice idea, lacks a bit of originality towards the theme but works pretty well on its own!

Best Rate Criteria: Fun.

Reminds me the cow managing mini-game in TLOZ: Twilight Princess. Nice work!

Best Rate Criteria: Originality

The core idea is fine! I didn't understand why my movements became more and more limited over the game (After 2 or 3 moves, I could only go in 2 directions.. bug or feature ?)

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Best Rate Criteria: Fun.

Best score : 28000

God that was intense. I enjoyed the tutorial part and its spooky atmosphere (light on the player, reduced field of view), I hopped it would have been like this in the game... so when the game started and it was litteraly CHAOS, the gameplay slapped me in the face and it worked pretty well ;).

"Come back here! stop throwing grenades or wathever! WTF kids!"

Best Rate Criteria: ...All.

Everything worked fine. Gameplay, art, sound, even the narrative. Loved the idea, well polished. congrats !

Bast rate criteria: Originality.

The idea is just super interesting, but the execution seems a bit annoying for two reasons :

A) It seems to be a game where you must choose wisely between two abilities. Why then use a pathfinder on the character ? It breaks its own rule because the "How far" is handled by the game.

B) Even if we embrace the concept and take the two possibilities into account, I just ended up using the "Where to" and being frustrated by not knowing why it stopped or has got too far.

Otherwise, the idea of adapting quantic-ish simulation into a game is pretty nice, original and fit the theme. Just needs more polish on the core loop ;)

"target the lower score people first" Yep but I didn't found the system (that binds "my score / reputation" to the probability of gaining an influence) predictable enough :/

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Best rate criteria: Originality.

I played in 3 different ways: A) Trying to be careful on pressing right buttons. B) Embrace the idea of bugs invading my keyboard: smashing with entire hand like a was really trying to kill bugs on my computer "BAM" "BAM BAM" "BAM". C) Same as B but with only my thumb.

No sound  for me but I heard the bugs crushing in my head anyway ;).
 

Best rate criteria : Presentation.

Best score : 130. Overall, interesting idea (I like the concept of "shooting" people to influence them). The only problem I got is "You can easily lose control" was in practice "You will, not knowing why, lose control". But I understand it's hard, in a game, to feedback something that by nature shouldn't require any ;). Good effort !

Best rated criteria for me : Fun. Pacing and challenges, core loop: clearly good. Seems finished but not polished, which is not that bad because the gameplay works ;).

Best time - 3:40

Pretty cool game, from start to finish. The mechanic of "Simply watch the walls" worked really fine. Level design is well done, very "shmup" compatible ;). Would've been great to have more timing-passing-shooting-TVs combined with the "avoid killing" mechanic. Otherwise great job !