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nightbat13131

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A member registered Jun 13, 2020 · View creator page →

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I'll keep an eye out. 

There are still controls pressed that need expressing to understand. Not every Tetris like plays the same. Every game builds on the understanding of the last. Some games got lucky because the first button I pressed was the correct one for the interaction, or did the designer choice something very intuitive?  It's not like that's the ONLY item being scored.  Everything averaged together is the overall score. 

Now that's where you place a camera . 

that's exactly why we built in a walk mode, so that it wasn't a complete rage game just over shooting everything. 

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To help contextualize what you were feeling,  in "walk" mode, the other balls "bully" you, but in "launch " mode you'd be able to knock them around evenly.

Also if you go back, you can press and hold "L" for 1 second to go into debug mode. The screen doesn’t look any different, but you can enter any level.  

Love to see a chair based alphabet. 

thank you - I thought the meat was bugged. 

sorry - tried to run it and all I get is a play button I can't press. 

Your implementation of physics ball with two different movement modes went way better than mine :) 

also, great enemy ai

The bowling ally did lack a challenge - your right, better design should go there. 

The parking lot was a reward-free play for escaping the mall. 

came alive one i realized I can stack arrows 

a lesson to learn: you can submit before the "buzzer" and then still upload new versions. so, submit the day before, and put of your final version before time's up. 

"I shall give you a cherry to mark you are god's chosen... oh no, not my chosen ones!"

"Lil Guys" they sure are :) 

same experience with the camera throwing me off. 

Now that she's escaped the mall, we'll have to see where she ends up. 

Sharks fear my fish nunchuks.

"Are you saying getting max hearts will be easy?" "I'm saying when you're ready, you won't need hearts." 

Sorry about your game having numbers. Segmented progress bars or icons that activate/deactivate would have fit the brief and could have worked with the clean style. 

Simply amazing on-boarding. Critical mission. On point foundation for the sound effects. 

I hope you found the end rewarding. Thank you for the kind words. 

You will have to forgive our graphical oversight.

Platformers are not my strength, so I was impressed that the game was interesting enough that I pushed though the challenges to finish.  The controls were familiar enough to  guess with the few mechanics available. 

I liked the idea of choosing to fall slower as a way of navigating certain problems. Unfortunately I could not figure out enough of the controls to get myself unstuck from a low area to get more than 1 star. 

can someone make a civ like without text? sure. Can every faction be unique? Yeah... Should the icons that pack the most meaning be locked to those factions while other icons that represent resources be stars and triangles? I don't thing so, but then again I suspect that each faction was doing something specific that their icon represented...  I look forward to the post jam version that has words to help the iconography along. I didn't hate this experience - there was a sense of sanctification in figuring out the smallest bit of what was going on and that satisfaction drove me to play longer than I originally thought I would. 

thanks. Part of me worries we made a rage game because of how hard some of it was for our testers. 

I think the theme works very well.

The size of the cursor feels disruptive to me searching around in the limited halo of light.  

I'm one of those people who watches those ADHD ball videos on YouTube, so i love this.  
- The intense music made me think i had health and was going to take damage when the walls got to me. Conflicting vibes- the activity made me want to chill and the music wanted me to pull a 360 no scope.
-the lightning hitting anywhere was a nice shake up of the balls only hitting in the center. Very satisfying.

lol, perfectly captured why I only make small things in Crochet - I love it.

I think it's really cool - moving around different room components so that all their rules are satisfied. I especially appreciate that you can move items through each other so it's NOT also a sliding box puzzle. 

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It's not intuitive in many ways. I suggest by making certain things more consistent like referring to the player as "Player 0" or "You".

The bid screen blocks my ability to see my inventory and I can't compare it to the "order". The "needs" bar across the top almost helps, but if the fantasy is that I'm making big important financial decisions, then I want numbers to look over myself.  

I don't see any strategy to apply - if I could see what the other players' order are then maybe i could try to sabotage them? 

Why is the day end screen showing I getting a penalty when I "need" 0? Or is that the future penalty if I don't hit the goal at the end? 

This end state screen doesn't allow for comparison across boxes as each line between boxes & players is different. 

Overall I don't think this build is getting across the vision you have in mind. 

Absolutely great game. I was worried that the simple folder structure would be hard to navigate but the outline around the last place you left when backtracking made it easy to track what I was doing. I love the stacking power of the items - makes me feel powerful but I also still feel like I need to make smart choice in the order I approach enemies. 

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And then there were so many unit, everything froze :) ((playing on mobile ))


Highscore: 343144
Score: 1454
Time: 236


The one suggestion i would make is to revisit your logic for the random upgrades. Sometimes all three upgrades are the same - ideally it should be three difference choices each time. Even go about blocking different rarities of the same upgrade type. 

I like how challenging the puzzles get. I was surprised to have to care about timing.  The other characters walking around based on the door made sense very fast. I got as far as level 10 - I didn't feel like trying to work out the timing. 

I felt like the levels where to large for the activity. 

I'm only kind of certain that i got to the end, but I loved it. Delightfully creepy - needed no introduction. 

Thanks :) I'm glad it was disorienting in a good way. 

Thanks for taking a look and the feedback. Bittersweet is a perfect description for how it felt to pull out some of these memories. 

The investigation into the bug continues.

[Spoiler]...







The glass shards get used on the big mirror in the brown house basement.

This then unlocks the final interaction that isn't a part of the count. 

It's cute that the mechanic is called "confuse".

It has that thing I like in music videos where there's a double meaning and as an interactive experience I get to turn on that second meaning. It would be cool to see the other stuff you were going to add some time. 

I'm glad you got a few laughs.

Its' really unfortunate about the browser errors. Thanks for using the .exe.  

(I could have sworn I already posted this, so forgive if you see a duplicate)

Too me several playthroughs to figure out to pick up the balls. These plays were still a blast because every interaction with the ball was delightful - I love all the sounds that they make and running to "kick" them into the pins was a great time. Being able to pick up and actually throw balls and pins later on became a benefit. 

The2nd level felt more like a cool reward for exploring and having a timer for space walking made perfect scence.