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MorningStarStudios

137
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A member registered Aug 20, 2024 · View creator page →

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I'm doing WASD with my left hand so anything to the right of it really would be more comfortable or even the space bar. Couple games in the jam used n and m keys which gives a slight seperation between the two hands.

Gaining life from your previous clone bodies is a nice touch. Didn't really like the times I restarted and was facing the wall.

Nice little start. Attack on Q was a strange choice, had my hands crossed over to Q with my right hand.

Very fun puzzles. Found myself playing zoomed out a lot of the time and couldn't always tell at that distance which way the character was facing so would have liked to see some distinct shape/feature/colour on one side of the model.

I was playing this for so long the music got a bit tedious, that's my only real note. Great puzzles, they ramp up in difficulty at a nice pace.

Didn't manage to finish but very enjoyable. Nice touch to keep upping the player number each time on the front screen. Sometimes dying quite quickly would set me back one checkpoint earlier and if that happened twice in a row I felt like I was losing progress.

Nice concept, sleek visual design and quite fun how it flicks back and forth between the two gameplay modes. I might like an option where I have more time to carve out my initial shape otherwise the whole game is over so quick. 

Visually fantastic, only slightly disappointed that the downwards movement animation doesn't look as nice as the hopping in the other three directions. On level 2 if I landed on the exit square while an enemy was spawning that enemy sprite stayed on the screen in that spot for the other levels until looping back around to level 2. 

Really enjoyed this, very satisfying. I never figured out you can hold the mouse down so I was clicking like crazy the whole time. Perhaps the addition of a musical stab/stinger or a whole chord when you defeat a larger enemy would be nice? 

Those rats are really hard to kill, think I only managed about 15 or so. The time reverse is very well executed on all fronts, audio, visual, screen fx.

Any feedback yet from anyone with red-green colour blindness? I don't know how they would experience the game, would they be able to tell the difference between the 2 shades of the same colour or between the 2 different colours themselves?

Really fun, especially level 100. Sometimes it gets so busy in the middle of the cube it's almost impossible to find the face you want to click on. Whenever I completed a level I wanted to marvel at my beautiful creation for a moment so I slowly rotated it around, it might be nice if the game did that for you as part of your celebration.

Nice take on the platformer, some good movement mechanics unlocked by being a chicken. I liked dropping an egg to press a button. Also got stuck on the grater level of the tutorial, after shedding my feathers I can't make the jump across to the button on the right.

Nice idea of having to loop back to the tree for safety and the movement physics are very nice. More on screen feedback would be nice to know if I've eaten 2 rabbits or not, a second lump on the snake mesh or a counter on the UI. Also had a similar problem to others of going in search of rabbits and getting stuck lower down in the level then not being big enough to climb back to the tree.

Nice concept and the mouse controls are fairly smooth (as long as I don't go off the screen with the mouse). All the enemies bunching up eventually made them into a size that was too big to loop around and then they followed me as a big bunch.

Nice interpretation of the theme. Difficult to pull off in the time limit as it kind of needs loads of different minigames to keep it interesting. I like the weightlifting one, a good parody of social media content (you definitely need a bro in front of a lamborghini telling you how to make money).

I feel your pain, I have a similar problem - People are craving a repeat level button and it's right there in the game but I don't signal them to use it or make it more obvious through my UI design.

Nice concept to have the rogue-like upgrades per lap if you want them (I think you're always going to choose them). No idea what DRS and ERS even mean as acronyms, you may need to explain your terms so players know what they're selecting especially when a lot of the upgrades related to one of those terms.

Scratch that, it worked when I reloaded the web page.

Can't see any player sprites or racetrack on the screen I'm afraid. Build may be a little broken?

Good work, difficulty ramped up at a nice pace. Once the scarf hits the bottom of the screen I don't feel my progress quite as much and it then just becomes a number. Knitting was one of the ideas I had written down at the start so it's nice to see someone do it.

Really satisfying, the building of the track is great. I like that the train nudges the player sprite off the track. Movement was really difficult to wrap my head around once I'd moved the camera so I had to rotate it back to the original position and then my movement made sense again.

Excellent game, the mouse controls are really simple to understand. I wasn't that fussed about doing loops underwater and spent most of my time doing flips in the air instead. At one point I did jump my whale onto the scenery and got it beached.

Nice idea, you could almost do a similar thing with a playground swing as that was always satisfying in real life to get it to loop over the bar. The point in the swing where it changes direction is a bit sudden and not very smooth.

Really satisfying to build loops that will complement each other and lots of customisation options to make different strategies. Makes me think of Final Fantasy 13 combat where you setup your strategies ahead of time and then choose from them during a battle. The battle itself could maybe have some more elements on screen, such as the contents of the loops to help you keep track. Also, based on the thumbnail image you chose I was expecting a DJ based game.

Excellent work. Loved being able to run around on the end credit screen rather than it just being static, that was a nice touch.

Nice idea, I like the drawing out of the fences that feels really smooth. Would like to see some sort of undo or level reset button for when I place my first fence in the wrong spot and have to refresh the page and start again at level 1.

Excellent game, the tone shifted really quickly and that final E prompt! Don't forget to include 'E' in your list of instructions, took me a minute to get going by not knowing that.

Very nice, I liked the teleport option to aid navigation. Some of the SFX were coming pretty thick and fast with no variation and they got a bit intense. Moving through the intro cut scene was nice and clear too.

Really enjoyed this, much more fun to play as the villain and I like the end screen message. The falling backwards attack wasn't very useful. Would have liked to see a couple different opponent builds as not every player in a souls game is coming in with a sword and charging.  Could you have an upgrade system where you go to the king and he offers to teach you some different moves that you can swap in and out?

Great start, being able to choose to loop yourself on a certain tile could make for some really interesting solutions to larger levels where there are more than one loop tile in the level and you have to be strategic about how you use them (usage order, whether you use all of them, your movements before stepping on them etc). 

Rotating the camera around to get a different perspective on the puzzle was really nice. I never felt totally confident in my inputs that it was going to behave the way I expected when I pressed a button. Levels 2 and 3 are redundant, you don't need both, they're both teaching the player that there are red and blue blocks but they are the same puzzle 

Really enjoyed this, the consequences of your actions changing the level layout is a great mechanic, maybe there could be some more negative consequences in the environment as currently my route can change but I'm not being hindered in any way by blowing things up. Pressing both jump and bomb at the same time was a bit clunky and didn't always give me the result I was hoping for plus double jumping while holding a direction didn't always work either. 

Really difficult precise platforming and I couldn't figure out how to buy from the shop monster to regain some health. Finding my first hidden passage was very satisfying though while gradually piecing bits together. However, making a certain amount of progress and then being sent back to the start with nothing felt like too much of a punishment to overcome my desire to reach for the quit button vs re-doing all that difficult platforming.

Giving the player a weapon choice with consequences is a nice touch. I couldn't get any of the weapons to work on the enemies though so progress was pretty limited.

The hook mechanic is quite satisfying to get over gaps. I made it all the way to the right and there was nowhere else to go, the level itself is very confusing.

Really nice looking player sprite. Definitely the type of game that needs lots of small levels. Couple times I made a mistake and was really craving an undo/restart option.

Looked great to me, I loved adding a tunnel and knowing everytime it came around that that was my tunnel! If I don't press the station button a second time I start driving off with the station attached to me? The environment change is also quite sudden and would feel nicer if it scrolled in from the right. Excellent work anyway.

Thanks for trying it out. You didn't have to do it all in one go, there was an option to replay as many times as you like and look around to different spots but I didn't highlight it very well or explain it in the game itself.
 

Very nice, and relaxing too. I wasn't always 100% sure that I had caught the fish, some more feedback would be useful and maybe pause to revel in that moment for a few seconds so I can celebrate my catch before returning to the game loop.