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NorbertPatern

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A member registered May 04, 2020 · View creator page →

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oh snap, I meant the right side of the screen... I just meant that there sometimes could be something dangerous ahead of player, apart from constant danger behind.

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Loved the feeleing of running away from an unstoppable force. Sound of setting of my traps seemed to sync up with the soundtrack, and I love players idle animation.

Only problem I had gameplaywise, was that I tought that traps, robots etc will also hurt me on touch, so I needlesly tried some pixel perfect jumping on narrow platforms with those objects. After I knew they were harmless, the best tactic was just keep pushing right and sticking to the right side of the screen. Feels like game would benefit with player having some more respect for the right side of screen, if it could also spawn some traps to slow player down.

 And thus I conclude my feedback sandwich, congrats on cool entry!

I liked how it nailed the vibe of chasing someone, who's just around the corner. Been chasing the red guy for some time, reminded me of those highly scripted on foot chase scenes from games like Uncharted 3 and TLOU 2, but here it was organic, emergent gameplay, so good job!

The feeling of being someones 'pet', and average human-dog relations were captured perfectly trough gameplay, I really love this game. But the artstyle, especially character design, also deserves high praise.

I restarted it twice, hoping that eating chips will fix itself, but it didnt. Something must have happend to my head hitbox, cos eating demanded loads of pixel perfect acrobatics.

Also after some time my owner gave me an order I didnt understand (tried twerking, walking upwards, walking downwards - nothing worked, so I've quit the game. But I intend to come back, maybe some issues will get fixed after review period finishes..? 

Many thanks for creating this posthumanist masterpiece!

I loved the presentation above all. Way that cutscenes and narration flown was spot on. Also this interactive, 2d eyes animation was really cool.

Game was especially intresting to me since about a year ago I was part of the crew working on another game about dog in space, called 'Space Tail: Every journey leads home'.

Really cool presentation, loved the screaming at the beggining!

Cool game, love the idea, presentation and upgrades. Also got famous bug with negative infinite ants. 

I really like the attack poses of the boss. 

Gameplaywise, for me it lacked challange after short while. Number of enemies maybe could increase, or those visible 'ticks' could become shorter the longer u play. 

Nice game, music was a littlebit distracting, but maybe thats the point. First time I've seen a game putting me in stressfull situation like that.  Cool 'administer first help while keeping your cool or the other person dies' simulator

Really enjoyed playing (and I don't usually like virtual card games). Cool procedural narration generator.

What I missed the most gameplaywise, is knowing climbers stats, as was said by others.

What would benefit game most for me is adding some personality to those pesky climbers. Different stats and perks. Maybe ones using sunscreen, and sun doesn;'t bur them. Another has sheatrs with him, and vines do not hurt him, another is fat, so wind wont set him back, his allergic to vines though.

Nowing little more about those climbers would make setting them back even more enjoyable.