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Lulz2

13
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A member registered Nov 04, 2018 · View creator page →

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(6 edits)

This game is pretty amazing. The aesthetic​​ is executed pretty well and the movement feel great most of the time. I played in the browser (the downloadable version at the time of writing is 1.1.1)

The game reminded me of the wonderful experience I had playing the single player campain of “Duck Game”. Initiallty the movement didn’t feel that nice and some parts felt straight up bad, but slowly discovering the movement tricks in the game just made everything click and suddenly I just couldn’t put it down. I had promised myself to go to bed at 1am but grinding out the last scores kept me up till 3:30 instead.

Really really great job, I will look forward to future updates and hopefully a full release.

My scores (spoilers)

I got all Administrium after around 4-5 hours

  • Level platformer_101: 22.453s
  • Level 1: 11.450s
  • Level 2: 9.884s
  • Level 3: 7.683s
  • Level 4: 9.748s
  • Level 5: 12.535s
  • Level 6: 9.249s
  • Level notepad: 15.768s
  • Level 7: 10.511s
  • Level solar_paint: 18.297s
  • Level 8: 16.017s
  • Level 9: 13.985s
  • Level 10: 15.816s
  • Level 11: 20.315s
Feedback and ideas (spoilers)
  • I didn’t enjoy the the hourglass mechanic as it constantly got in the way when playing, especially with the pen. The times where it was necessary always felt extremly finicky and just straight up annoying trying to line up at mach 2 speed, and I’m guessing you feel it too since you added a skip to level 3 that bypasses all use of it. I would suggest changing it so the hourglass slides down slopes and narrowing its collider, as that would leave some margin of error. If you want more gameplay out if it, then it could also be changed to have a downwards dash. Dashing down into a hyperlink could even act the same as jump-dashing into one. Tapping down while hyperlink gliding could also dash down out of it.

  • Every part of the direction buttons felt really inconsistent, as I often felt that the buttons didn’t replenish my dash. Button chains would also constantly stop with the wrong input. I ended up just letting go of the movement keys when initiating one.

  • Hyperlink gliding confused me in the beginning as they just seemed slower than dashing, but learning the trats felt nice. I did however have 2 pain points related to them. 1st was level 5 when gliding into the direction buttons. It just felt really inconsistent and generally didn’t feel like my fault when failing. I would probably just have the buttons activate automatically when gliding into them as you’re technically already holding the dash button. 2nd was when trying to jump-dash onto a link one block above you. Its possible but almost never worked and was really annoying trying to get right, and sometimes when you got it the hand wouldn’t grab onto the link. The issue was only really a problem on the first pillar in level 6 as you would already be under the link. Level 9, espessially at the end, technically has the same issue but the space before the links made it feel more consistent and therefor more like your own fault. If it’s a mechanic you wanna keep the I would probably just lower the first pillar in level 6 by 1 block. If not then you could probably just move the bottom of the grab collider up a little bit.

  • Dash-jumping is faster when no direction keys are held. I assume this is known based on some of the level designs, but I’d argue it’s unintuitive and also leads to this weird scenario where you’re afraid to touch the movement keys,

  • Text blocks fit really well as part of the entire aesthetic but I really didn’t like them as a mechanic. They’re finicky and often either don’t attach or don’t let you go when you want to. Using spacebar as the key to move text, while fitting thematically, felt weird to me. If instead the dash key was used, then the jump could work as a consistent way to let go of text. This might also just be a me problem, but swapping between the return key and spacebar to tap faster felt inconvenient, which this would also solve.

  • The drawing mechanic is really, really cool and a wonderful idea. The hourglass did often mess with the flow which was annoying, but that’s not the pens fault. My only minor issue with the pen was how laggy the momentum felt when moving between drawing surfaces, maybe a 0.5s grace period with no drag could help smooth it out a little. I wasn’t able to consistently get the shortcut in level 10 but that’s probably just a skill issue.

  • This is a minor thing, but the timer is weird. In the levels it’s counting down as a timelimit, but then your score is the time it took to complete. This makes it pretty hard keep track of. It’s also just that, a timer. An idea to tie it more into the theme could be to show it as a file transfer or delete dialog. Then you could have a progress bar for the remaining time and a total time elapsed stat.

Nice and simple game. Feels kinda like a interactive mix of monogolf and those mobile brick breaker games

Love the concept, really well executed with really tight and juicy movement. Sadly the controls make playing the game an infuriating experience.
Overall really nice game

Love the art and soundeffects. Some more variety in enemy design would have been nice. The game becomes pretty easy once you have the biggest sword.

Love the concept, mind was blown when i merged for the first time. Love the little tippy taps when you run.
The last couple of levels did become a little tedius.

Well... it seems that I've accidentally deleted the entire project, so that kinda sucks...
I'm sorry I don't have time to recreate the game, but I'll message you if I ever do.
Hope you have a nice day :)

I'll see if I can upload one later today :)

Its a cool concept, but theres not a lot of depth to the gameplay loop, you react to everything by spam clicking on it.

Maybe bacteria and viruses, could require different kinds of attacks?

Left click could send a nanobot as a bacteria killer.
Right click could send a nanobot as a virus killer

Then the nanobot would die if you attack a backteria with a virus nanobot.

(1 edit)

The game looks great and the comic was cute, but the jumping doesn't always trigger which makes the platforming feel really frustrating.

the dash/cutting mechanic is really cool, but it feels lackluster and needs some juice, for example:

More vibrant particles on the player when dashing

A little screenshake when cutting a worm.

Sounds (just a simple "Bloop" would do wonders)

Its really stressful and engaging.

The hearts feel useless since you never have time to actually stack them, maybe skip the waiting and just place it on top.

I found it hard to pick up the items I wanted even though it was the top item in the river.

Fun concept, a little balancing would be nice :D

Its a cute concept, but I had a lot of trouble actually programming the rover. I ended up using a single command and just changing it when I needed to turn. 

I really like the aesthetic, kinda feels like a good excuse to mess with shader graphs :P