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LtRandolph

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A member registered Mar 07, 2020 · View creator page →

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Came back through and finished. I really like your narrative arc and difficulty curve. Well done!

My only complaint is that there were a lot of times where it felt like my button presses weren't making it through. I had to be really careful and precise, particularly on one where you had to jump over a door repeatedly.

Very cute. I liked cleaning up after those pesky humans. This seems like it would benefit from a timer, so that my efficiency of getting the trash can into a useful location to move the trash into it quickly would be rewarded.

Nice job!

Agree that the chill atmosphere was very pleasant. It wasn't the mechanics/gameplay I was expecting. But as I figured out what was going on, the puzzle of how to get through the physical space was interesting.

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The close perspective taught me to play very carefully and keep my shield up a lot. Reminded me a lot of Zelda 2. I liked the experience. Well done!

Wow, that was really solid. I think the low rez made figuring out what was going on a key part of the challenge, in a good way.

I never successfully beat Sneak, even after I figured out the pattern. Grrr.

I like the art a lot. As others said, the game-breaking bugs prevent me from evaluating much beyond that.

+1 to tulevik.EU's comment about the core game loop. The tension as the light shrunk landed very nicely. Thanks for submitting!

I like the experience of figuring out the mechanics of the game through experimentation. Also, the visuals had a pleasant theme. Reminds me of the old NES game Lolo a bit.

Yay! Thank you.

Thank you! The transition effect was something that was only possible at such a low resolution. I'm really happy with how it turned out.

I copied the screen buffer from the GPU back to CPU memory. Then grouped pixels by color in the before and after image. Then made particles such that each before and each after pixel was represented by at least one particle. Finally slid the particles across the screen, smearing their color from source to destination.

So yeah, totally possible with  4000 pixels. Impossible with millions of pixels. Also helped by the fact that my color palette has 9 color groups, with 7 shades each. So I could group e.g. all the browns, and have the particles slide through the shades as they travel.

Nice. Yeah I erred towards confusing and dreamlike rather than mechanics driven and gamelike. So you are definitely having the intended experience.

Ahh, that makes sense. I hadn't realized how much momentum you could build. Cool.

Wow, thank you so much. This is exactly what I was hoping for as a reaction, and I'm mostly expecting people to find it bizarre and difficult to engage with. I'm glad you connected with it.

Pretty cool concept. I liked piecing together the game rules through experimentation.

I'm not sure if I'm misunderstanding something or if there's a bug, but about 5-8 levels in there was a room where red starts on a crate to the left and blue on the right. I couldn't find a way to get red's door to stay open for more than .5 seconds.