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Notester82

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A member registered Jan 29, 2016 · View creator page →

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I like each AI's style/personality, from the way they talk to their fonts and board layouts! I especially felt the whimsy from AI 1 with their smiley face doodle and eventually felt compelled to do my best to make moves to let them win (even if it felt like they didn't fully realize when someone had won). :) AI 2 was nice too, still had a bit of soul in them and I was able to catch onto their imperfect strategy to win. Aaaand AI 3, while perfect*, felt like a void. :x


Nice experience, it's making me question if AI 3 is really the best if AI 1 could bring me joy that the other two couldn't (dialogue-wise, at least). L-like obviously, they're playing optimally, but maybe there's more to AI than that...or something.


*Edit: Okay so after peeking deeper in the comments, I realized I could do the same tactic I used on AI 2, but I felt inclined to always play in the center because that felt like The Strat™ to use to force either a tie or a win, interesting...

Aaayyyy, very nice to hear that things are looking up with your card game! c:

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Heheh, same here.. ;u; Seems to happen when you grab a block (not just abilities, but parts of Lloyd's brain too), then try to place it down without moving the cursor first. It doesn't happen all the time, but still most of the time, aaaaaaaaaaaa

This is fuuuuuuun -u- Would it be possible to add support for numbers on the number pad while Num Lock is on?

Holy heccccccck, this game's really cool! :D I stumbled into Brick Breaker Revolution (2) a couple years ago while looking at old J2ME games on YouTube and went "woh, this looks neat, wish I could play something like this", and BrickBreaker Sprint is exactly that! I love the futuristic UI (and how it replicates Brick Breaker Revolution's style but also stands nicely on its own), and all the music tracks are great! As for the gameplay, I love the score attack nature and mechanics (clearing waves Pac-Man CE-style and even earning a lil extra points for clearing certain groups of bricks)! It's also interesting to experience my desire for Ball Speed Up and Ball Speed Down pickups flipflopping once the game gets fast enough, and then I'm balancing trying to keep the ball slow enough to not lose control, but fast enough to get to clearing waves quicker, heh!

Looking forward to seeing more for this game in the future if it gains enough traction!

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Meeeeep, well said! :D I know this leans more towards filesize instead of performance, but sometimes I peek at the filesizes of all my installed games and go "woh, this game I like a lot is only this big?" I'm not pressed for space or anything, but I appreciate Mixolumia's smolness~

The credits lists the music composer as Jac Cooper (@JacCooperMusic on Twitter)!

This was a funny puzzle! ;u; Also a little thought-provoking in a way too.

The same enemies will appear at the same moments in the song but as far as I know, they'll be positioned differently as spawn locations are pretty much random. 

Awesome game! Several curses stacking on top of each other makes for interesting runs, and I love the heck out of the amen break usage! OUO

Heheh, glad you enjoyed it! c: Reassuring that this hits with peeps familiar with NecroDancer!

This is a fun(ny) concept! ;u;

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This is a fun concept! :D I love the strategy of weaving around the board and through your own walls to stay out of enemy sights and/or stall long enough for them to be out of the way, and all from simple mechanics too! Also feels satisfying to be able to put up a marble wall when an enemy's about to attack you.  

Rad game! I really like the Y2K aesthetic via the graphics, sounds, and music, it all comes together pretty nicely! Controls are a bit tricky to get the hang of though, but it's a fun challenge. ;u;

Awesome game! :D I love the "object vs. object" mechanics, the minimalist yet cute art style, and the chill music! 

This is a pretty charming game! I like the pen + paper aesthetic and the way the lines wiggle as you're moving through the dungeons, the actions log being the player and the GM saying things aloud, and the game's story. I felt immersed and could imagine myself and the GM sitting across from each other (at least until the end, that was a funny moment there). ;u;

This is such a clever concept! I like the strategy of positioning yourself and enemies in a favorable way for your board's sake, the different abilities to utilize, and the fact that you can match hurt/damage tiles just like any other tile. The presentation looks clean and stylish too. Gooooood stuffs! 

Thank you for the feedback (and the bug report, sorry about that coming up during gameplay), glad you liked it! c:

Neat game! I liked the "items = HP" mechanic and the challenge of trying to poke at enemies with your swords while not getting hit by theirs while they all rotated around. I found myself getting lost in the large levels at times, but it wasn't a massive issue for me.

This is pretty fun, I like that the music evolves as you progress through each level. c:

Cool game! I like the concept and the minimalist presentation reminds me of games from the Art Style/Bit Generations series, and I love those games! :D

This is such a dope concept!  I like the depth that this game has with both trying to wrangle letters together while not hitting more than you can handle, and the minimalist style looks so elegant and cleannn. c:

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Cool and compact roguelike! I like the clean-looking graphics and the strategy of controlling the colors (either by laws of nature or mixing/drinking potions). c:

Noice demo! Being able to rotate your ship around is an interesting gimmick. c:

Awesome, thank you for the fix! 

Heck, played the latest version of Momentum at the time of me writing this comment (the one that introduces options (thanks!)) and I noticed that when the scaling setting is changed, the ball becomes invisible during gameplay and stays invisible upon pressing R to reset for a new round. :o The ball's visible again upon closing and reopening the game though. (Also the volume & scaling reverts back to 100% and 3x respectively when you close and reopen the game.)

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This is a pretty cool game, I really love the mechanical aesthetic (via music/sounds, slanted UI, digital text, and the title screen's letters spazzing out once you select something on the main menu)! Also appreciate that the replays play in the background of the gallery while you're there, makes it feel very lively. c:

Nice game! The concept and aesthetic are cool and I appreciate each level having a theme. :)

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This is pretty fun and addicting, love the minimalist style too! c: (My best is 17547 so farrrr)

Neat lil shmup! I like the health being conveyed by the amount of claws you have and how you gain it back over time, and manually being able to detach them seems interesting too.

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I have no idea what I'm experiencing but I like it, and I wanna thank you for recreating it as this is how I found out about Sleepy Boy! Fun song choice too. c:

You're welcome!


(Also, I just noticed that the gif for the game used in embeds for stuff like Discord acts a bit chaotic with its background flashing red and white a few times :o Not an expert on seizures so I dunno if this is extreme enough, but it's a bit jarring. It doesn't do that with the gif on the itch.io site but I thought it'd be good to mention how it looks elsewhere.)

This is a pretty cool and juicy puzzler! The concept of planning moves to make sure things happen the way you want them to is neat and I like the fun UI (slanted test on the sides, combo count/combo break/game over text and lines scrolling through the screen). c: 

41 lines on Life Tetrible! This is a pretty funny one, attempting to slip pieces down towards the bottom once the top was all jumbled and whatnot. ;u;

I admit that this feels a bit scuffed since there were moments where some tiles were visible, but the pieces could pass through them and said tiles were part of lines, causing them to not clear, but yeahhhh.

This is a pretty neat game! Love the procedural puzzling action to try and hit bubbles without leaving any behind, the timer being a circle that gets smaller over time instead of another number is cool for minimalism's sake, just like with the rest of the game (I dunno if that's the right reasoning for it but it just fits; It's noticeable but doesn't ask you to glance at a number, something like that...Or the timer is a bubble itself!), the flyaway text is fun touch (and definitely emphasizes points lost when bubbles are left behind), and the background page looks noice~

And on top of all of that, this was all fit into two tweets? Excellent work! OUO

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Oh geez, this is a very strange and cool concept! I like the idea of having to be cautious about menuing to either stall the pink blob to move a piece past it or be careful to not accidentally craft something while trying to rotate my current tetromino. It's also pretty funny that it's possible to clear lines that include stuff like furnaces and compressors, effectively wasting the resources used to make it. ;u;

Cute lil dodge-em-up game! I appreciate the small white waves of water helping with the immersion of sailing through an ocean and other bits of polishing (the ship's flag waving, the "press X" text blinking, the fade out when you restart the game, etc.). .u.

This is a neat and polished-looking roguelike!

Alsooo, I noticed that my best score from Stomp! was shown as my best score in this game. ;u;

Aaaannnd 11910 after reading that stomped stuff gives half points and being more chaotic with setting off chain reactions! (Will leave it at that for score updating, just wanted to fulfill "great" status for 10000+)

This is a pretty cool game! :D I enjoy the intricateness of the player's movement, allowing for getting out of tight situations, and all the interactions between objects are fun to initiate and watch unfold. My best after playing for 17ish minutes was 5015 and I'm eager to break that record. .u.