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Moonkey1

22
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25
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A member registered Mar 14, 2022 · View creator page →

Creator of

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Tactics games are my favourite genre so I was excited to play this.

I like that you had a clear design vision with the two tokens system, and for the most part it worked well and brought something a bit new to the genre for me.

The tutorials were clear and covered everything well. Giving the user the right information is key to a game like this and you did a good job there. My one gripe about the game is that I needed to be able to see enemy move and attack patterns so that I could plan my moves accordingly. Usually when I lost a character it's because I couldn't preview how an enemy could move.

The differences in the player's unit types and their move & attack patterns were interesting and brought some depth. Would like to see what you do with their other abilities if you continue this. The skill trees were really nicely done, but not super interesting in terms of choices. More diversity instead of just +1 stats is another thing that you could flesh out if you continue with the game, but I don't fault you for not having more there in a 1 week jam.

The UI was nicely done with some good touches like the turn bar going transparent so you could see what's under it. Being able to click to move instead of drag would be a nice QoL improvement.

After several levels into the game, the strategy became quite clear, with moving out to 1 or 2 shot an enemy and then ducking back behind the tree line being a clear winner. That's maybe a weakness of the enemies only having two move tokens, but with more fleshed out abilities that could all change.

Overall I really enjoyed the game and I'm glad I played it. Great job!

That was great. Genuinely enjoyed the gameplay and would play more. The oldschool vibe was spot on. Characters and writing were on point, the soundtrack fit perfectly, and just overall very polished. Really well done.

Nice, chill game. I think the alien walk was my favourite part haha.

A lot of directions you could go if you wanted to continue with it, whether it be more time pressure or strategy.

Nice job!

The heart question just seemed too powerful and I ended up wasting too much energy on it and not having enough for the last few haha. Ended up with 7/10

I appreciate that you added a bit more thought to the 20-questions style of game with the costs. My feedback would to go further with that - maybe start the player off with some information about each object that would make some of the cheaper options feel situationally more valuable, rather than the same strategy each time.

Good job

Short but sweet. I liked the art style and music, and the mechanic made for some good puzzles.

I feel stupid but it took me a second to figure out that "lit" didn't mean just directly under the window (or lamp?). I guess the ray of light stood out more to me then the lighter squares. I think that's more of a me issue though.

The one improvement I could offer would be to add little checkmarks next to each individual requirement when you mouse over a piece of furniture. Could help if there's any confusion like that.

Very cool game overall and I would be down to play a lot more levels.

Satisfying platforming that was difficult but not too frustrating.

In the clock world, a bar for the time slow could have been nice so I could plan better, but I can understand not wanting to have an interface for it and the sound cues were enough most of the time.

I was scratching my head for a bit after gaining the eye power but it did feel good when I figured out what to do.

I beat all 3 worlds and was kind of expecting something when I got back to say "the end" or tell me whether I found all the coins. Hopefully I didn't just miss the end bit haha.

I liked the worlds and the strangeness, and I think the shader helped to sell that.

Overall, really cool game. Well done!

I'm a sucker for a good puzzle adventure.

I liked the world design here, and how it was all within the same area that you traverse in different ways. Felt like I should be searching for collectibles. I could see an expanded version where you go through different areas and tick things off the list in each world.

Had a good little set of mechanics used well. Well done!

Thanks! And thanks for posting the playthrough, was fun to watch

Hey there, I think this error occurs when you try to run the game within the .zip

If you extract all the files first it should run

Thanks! We really wanted a more fleshed out upgrade system too, but it was the main thing that had to be cut in the short timeframe.

Great game! Managed to get 65 biscuits and reach the exit, not sure if I missed anything.

Quality was really high. Good ambience and a solid idea. Felt like a game I would buy on steam.

A mouse sensitivity setting would be a nice addition, felt like I was playing on hard mode with mine haha.

Really good job.

Nice job creating the weird vibe, that kept me interested to keep looking around.

A little quality of life suggestion would be to allow players to hold left button to move, rather than spam clicking.

Cool style and feel to the game.

Nice job. Simple, but it felt smooth and the art style was pleasing to the eye.

Very pretty game, and a good amount of mastery in the mechanic.

Good job - nice artwork and it plays well.

My area for improvement would be the control scheme. It felt like I should be able to attack with left and right mouse buttons. My left hand felt overloaded and I couldn't move in all directions while throwing.

I don't know why the cat walks like a man, but I'm glad he does.

Super cute and fits the theme very well. Beautifully presented.

Good vibes.

My mouse sensitivity was too high and made it a little hard to control, so a setting would have helped, but no big deal. Still fun.

The characters were great.

Cool game. It took me a few tries but I like that there is some strategy to figure out to help work around the randomness.

It felt like mastery of the game would be maximising your gold runs, but not being able to buy the same upgrade on multiple levels hampered that a little.

Looks great, especially all the little UI touches. Nice job.

Nice job! I like that it had some personality. Game worked well and saying the artwork is horrendous is selling yourself short.

I think an area for improvement is that the movement felt a little frustrating trying to go long distances. It felt stunted since if you pushed the key slightly too early (before the last move finished) it wouldn't register. Adding some input buffering would make the game feel much nicer to play.

Thanks!

Great suggestion. We weren't testing on a Mac so didn't notice this. We've uploaded a new version with click to deselect. Cheers!

Ah sorry to hear that, but thanks for trying!

Can I ask at what point it failed? Did it crash or not open at all? It opened on the PCs we had available to test on so it's hard to know where to look. Thanks!