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may_be_mabel

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A member registered Dec 03, 2022 · View creator page →

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(1 edit)

the bosses and generally just the last few rooms seem a bit overtuned, i dont really have any trouble staying at full health for like half an hour but then in the last few rooms you seem to need a lot more luck to prevent stuff like suddenly being overrun by a random noise trap triggering a horde of enemies that take all your hp in 3 turns or something
though i did get a successful run with the vampire

fairly easy to find some infinite loops with short palindromic words such as zzz


(also you do not need to have any overlapping tiles in regular scrabble, you can play parallel to other words, the word detection seems to not take this into account)

theyre placed in pretty evil spots im just verry used to precision platforming
i like that the end of the level shows off that you can cut corners with the ledge grabs though its very fun and silly :] (also the entire artstyle is great, very clean!)

i want to be the guy

controls very well but i feel like its fairly trivial to never lose once you get any upgrade to pass the shortcut (dash is simple and double jump has an easy and consistent setup)
you can even get a sub 10 time without any upgrades, if you press jump twice quickly on the ground you can get a tiny bit higher floatier jump and use the shortcut that way

(1 edit)
update: probably top 11 score using that same strategy, just eventually ran out of money to stay safe from the hordes :mouse:


having two rats mostly just feels like a downside in my opinion, i have by far the best runs when i manage to just have one rat with good items and just try to get the other one to get to a staircase as soon as possible
mainly because one of the few upsides of having two rats is being able to skip a turn by spawning ghosts but a lot of items do that job way better and easier

first time getting 70 points, very fun !

very fun, very silly
i like the sun a lot, just think its funny in a lot of scenarios :)

one tiny thing i noticed is that you can juggle the opponent basically forever if you KO them in a corner and keep hitting them with light air attacks, and if you do that the music doesnt play in the next round for some reason (but its easy to avoid doing that so not a big deal)

fairly simple levels (never felt like my movement of the creatures was very limited) but the presentation is very well done

i dont know anything about inflation but i will say the mine densities (number of mines divided by total squares) are 15.6% on easy, 22.2% on medium, and 13.3% on hard: this makes it much more likely to run into difficult scenarios on the medium board while you can be relatively carefree on the hard one

game completed (i struggled a lot more with the first few levels than anything else, i feel especially world 3 mostly leaned into action rather than puzzles which im much better at)

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i thinke its more a pathfinding and trajectory prediction challenge than a typing one

artstyle is very charming
the double jump is also fun though its very powerful, jump king doesnt have air control but the double jump now does give you air control so the game feels more lenient if youve played that before

honestly pretty cool
learning curve seems a little steep, i breezed through a lot of the levels and then suddenly started struggling a fair bit at some point, but im fine with that as its still fun (coming from someone who played regular tetris a lot)

i beat level 1

i did it without being impaled (im evil)

i cleared 49 stages🐈

rlly cool
ended up getting a good combination of gear that allowed to minmax onto max atk speed and lots of vamp + crit dmg

beat ending 5 summer now too :3

had fun :) didnt beat everything cuz theres just too much for me to do at 4 am but i at least got thru ending 5 on spring

minecraftris fr fr (cute game

cute

silly observations: 

1.1 repeatedly crouchjumping has just a bit faster speed than walking and you can full height crouchjump by buffering one after a dive,, makes actually just walking feel a bit silly
1.2 this means its basically just a run button with marginally higher execution barrier and risk
1.3 the dive feels more natural at this crouchjumping speed than the walking speed where it feels kinda jerky / just a bit off with the larger momentum shift

2.1 death time is a bit annoying,, not end of the world and im guessing its a reference to the video or somethi but i havent seen
2.2 trap cycles not being reset after deaths feels a bit weh (think like celeste if youve played that)

3.1 springs in the tutorial took me a bit to understand that u just have to hold space and not time it or fall from a high enough height onto them,, not a huge problem but wawa
3.2 the non-jump spring bounce sends you nowhere at all anyway so idk why youd have that system in the first place (cant think of many places where that would lead to interesting level design) (again compare to celeste where its the other way around bc you have to make a conscious effort to not get bounced by springs bc usually you do want to be bounced and not just kinda stay in place)