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Myrus

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A member registered Jul 10, 2023 · View creator page →

Creator of

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This game is wicked hard! I have no idea how you achieved 72.4... my best is 22.3 after 20 minutes xD


I really love the unique art aesthetic. I would suggest possibly different difficult modes, as the base game right now is quite the challenge.

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This feedback is really appreciated :)

Thank you so much for taking the time to play the game! I'm glad you seemed to have enjoyed it. I am quite busy for the next little while, which is why I released the game when I did, but I promise I will get around to implementing some of the smaller improvements you suggested. As for your requests for totally new content, I don't know when I'll get around to expanding the feature set of this game, as in addition to other IRL stuff, I am planning to start work on a new, quite different game. However, while working on this small project, I did have a feeling that this game was bigger than what I was making - that there were other whole features and dimensions to it waiting for me to explore - so I can totally see me returning to this to add more; probably it would be a second, alternative harder mode with new enemies/mechanics... maybe that dash feature you suggested.

Really fun little game! The end screen is funny :) 

My first time took 25 minutes w/ all tokens collected. For my second completion, I took your advice to find the fun, and I did a speedrun of 37.90.

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189 highest score! Obviously not a very complex or "deep" game, but it was a fun time-spender :) -- Hope you had fun in the jam.

Quite a charming little experience! "Puzzle-Platformer Murder Mystery" intrigued me at first... what the heck could that be; could a game truly be all at once? Well, that's what I just played! The game knows just how seriously to take itself for a small project, and though some moments were a bit silly (what is a "capyracle" anyways?), I still enjoyed it more than I should have. I love the simple story, cute graphics and song, and overall the platforming was compelling.


In terms of feedback, I'd say there is one theme of improvement I'd recommend. First would be to use more visual or audio indicators to explain how the game works. Small stuff like having a visual change to checkpoints when you select them or indicating what kills you a bit better could go a long way to help players out. Another example would be the first instance of enemies. I spent 10 minutes trying to kill them so that I could move pass them, when the real answer was to ignore them, just because the sight of patrolling enemies usually suggests that I can exploit their patterns and get past them, even though to my knowledge, that is not possible.  Maybe thinking "how would a new player whose never played this before see/interpret this?" It's super difficult but super important as game designers to try to put ourselves in someone else's shoes who doesn't know the code inside out, but it's very rewarding too (play testing is good for this).


Overall, fun experience, and I hope you keep making games :)

683s. I don't think I'll be going to beat your PB lol. Last level is really hard, but the gameplay mechanic is really cool.