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MidNight321

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A member registered Jul 13, 2021 · View creator page →

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This is a really neat game you've made. The puzzles were great and I like the simplistic art style and the mechanics of using the torches as not only a light source,  but a weapon and puzzle elements. The last level was really challenging and I died many times but I managed to get through it with some determination!

Perhaps the last level was a little too difficult, but only due to how little health you have and not knowing how much you have left. I don't necessarily think it's a bad idea not to have any health indicators, but I did find myself looking for something to show me how much health I had left. Even some small visual change to the lil' guy's outfit or something could work. 

I also noticed that you can't really see what's coming up to you when you move downwards/upwards. Like on the last level I got killed a few times by the spikes because I didn't see them until last second because of how the camera catches up to the player only when they've stopped moving + the low visibility with the vignette-type effect around the screen. It's not really an issue, just something I noticed.

This is a solid submission though. Great work :D

Thank you!

Appreciate the feedback. Always good to know of commonly proposed changes/improvements people would like to see for the game :)

Thanks for the feedback :)

There's defninitely work to be done improving the spawning and collisions to make sure things don't get stuck in each other, and adjustments to how the sun beam laser damages slimes - to damage enemies in it's path, not just what is the cursor is pointing at.
Also, a toggle option to the sun beam laser is a great idea :D

Appreciate the feedback :)

Yes, changing the sun beam laser so it will damage anthing in its path, not only what the cursor is on is definitely something that would make the game better, and fixing the spawning was one of the things that we weren't able to fix in time unfotunately :(
If we continue development, fixing those would take priority for sure.

Thank you for the feedback :D 

No worries, it's not controversial at all, and it's a good talking point. It did cross our minds while making the game how locking the goblins sad state after their meters have fully filled might be perceived, however for the sake of gameplay, strategic player choice, and round progression reasons, we kept it in. Given more time to work on the gameplay systems I think implementing something to show a positive outcome for all the sad goblins of the round is a great idea! :)

I agree that the beam should be able to damage any slime intersecting it, for sure. Really appreciate the feedback. :D

Having the slimes come in waves for the later rounds is a great idea. It definitely needs balancing and your solution would be perfect.

Thanks again for the feedback! :D

Wow, I love this concept! And it probably helps that I'm a cat person :D

I really like how you've interpreted the 'It's spreading' theme with this. I have to say initially I didn't realise you could just freeze the fish anywhere then make bridges towards them for the cat to reach, so I spent a good deal of time trying to wrangle the fish into position on my ready-made bridge to the ship, lmao. But I learned eventually!

The style you've gone for is really nice and the gameplay was great. Nice work!

Awesome game. I really liked using the water sprayer. Very satifying washing away the goo! :D

Thanks :D

Yes, the spawning aspect is definitely the main thing I would've liked to have improved - to make sure things don't spawn on top on each other. This was my first time doing AI navigation so priority was getting them to just spawn in valid locations xD. It was challenging, but a great learning experience! :D

Apparently it's my browser that's the problem. I use Firefox and for some reason it doesn't like that, or my Firefox settings are stopping WASD for some reason xD. Tried it on Chrome and it's fine! Strange lol

I played it on Chrome and thought your game was great! You thought of so many things to do. Love the style and all the animations. I almost got all the objectives!

Nice work! :D

I loved this entry. Short and sweet. Everything is so well polished. Great art, sleek camera transitions and great use of the surroundings for UI. Awesome work!

I would love to see how you could expand this game further to make it more challenging :D

Hi, this is a cool game. My team a similar concept of spreading happiness/the spread of sadness :D
I made it to level 8 so I'm pretty happy with that! I will be hearing the cries of the goobs in my dreams now xD
Would be cool to maybe have other abilities/pickups in the sky that the bird can grab and use.

I got quite a lot of lag spikes now and again, I feel like it was maybe when the red goobs are doing their pulsing thing but I'm not sure. It could also just be browser-related. 

But overall, great job on your submission :D

Very calming game! The visuals are super clean, and gamplay was very satisfying :D

Hi, does the game work in browser? I tried and couldn't seem to move (I could just be really dumb though xD)

Cute game! The little squeals as you yeet them out the farm xD

Would be good to get some background music in there during gameplay

Really cute game. Really liked using the water box and managed to get the strawberry box and turned a creature into a strawberry xD
The controls were a little hard for me to get used to, but honestly it's part of the charm of the game. Nice work!

Hi , this was a really cool game. I only got to street level 2 probably because I suck at puzzle games haha. Maybe I was missing something about how the one-way arrow tiles work because it seemed the only way to move the upper slime safely was to trap the bottom slime above the one-way tile. Overall though, I really like the style of gameplay, a nice puzzler! :D

I enjoyed this game. Cool art style. Solid gameplay. Got a score of 1505 :D
Wasn't really sure the the infection rates table was for but I assume it might be for some future stuff?
Really cool game overall :)

Thank you :D
A pause menu, with a more tuned volume settings for background music and sound effects is definitely something we would have like to have added :)

Thank you for the feedback :D
A lot of trouble was had trying to stop the objects spawning near each other! Unfortunately didn't have enough time to figure that one out :(
We could definitely make it more clear that damage comes from the cursor position of the beam :)

:O