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nullspace

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A member registered Apr 24, 2018 · View creator page →

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Thanks so much!

Yeah not communicating anything about win/loss was definitely a weakness. We'd originally planned to have some sort of a scoring system, the little mice that pop in at the bottom of the screen are a bit of vestigial UI for that lol

Thanks, glad you enjoyed!

Definitely agreed on additional "Grandma variety" as a way of adding some variation, it's something we thought about doing, but in the end just resorted to scooting her around randomly on each level :)

Also love the idea of a little thump when setting a cat down, that would _definitely_ make it feel more tactile.

Definitely something we thought about but never really had time to execute on was some sort of scoring/goal. You can see the little mice getting stacked up at the bottom of the screen. Specifically one thing we thought about was having "sleep deprivation" carry over between levels to some degree, or otherwise have some more explicit management like that.

Thanks, glad you liked it!

Also, okay, I love this idea, so cute! Definitely something we would do if we were expanding this.

Yep, definitely on the list of "I dunno why we forgot to add that" :)

Thanks so much! That's a good idea, since it is pretty much the whole strategic component.

Thanks! Agreed there, I think having a more complex scoring/objective system would be a top priority if we were to expand this.

Excellent work! One of my favorite games from the jam so far! I particularly like the mechanic where  you need to start moving more slowly and carefully to not tip your giant tower of guys over. The main criticism I'd have is that the small level meant that near the end things felt extremely cramped dodging the attacks from enemies. It might be because I never quite figured out how to predict where those were going.

I love this, I don't feel like I _entirely_ understood what I was supposed to be doing, but I imagine that's kind of the point. Music and sound design were absolutely amazing and hilarious!

Extremely adorable and silly! Enjoyed the reveal of the motivation for our slime friend's quest, though an eventual victory screen might have been nice.

Overall was fun to play through, though the timing around clicking the buttons ended up initially feeling a bit finicky, and then quite easy once one got the hang of it.

An enjoyable little platforming adventure!

My main criticisms would be that the double-jump/float mechanic was really unclear to me, I only really understood the float near the end, and once I did, the whole game seemed to become extremely easy (Of course tuning for difficulty is pretty difficult in a jam!).

Also the art is pretty simplistic. 

The only bit that wasn't totally intuitive to me was throwing the orbs, a simple prompt as allowed by the challenge, or some aim indicator/etc might have helped there.


Other than that, I thought it was a really compelling idea to scout ahead with the orbs. My main design criticism would be that the short view range combined with the range of some of the jumps at times was pretty frustrating. Full disclosure, I'm not much of a platformer person, so maybe I'm just bad at games, but I found a few jumps in particular to end up irritating. Whereas discovering/memorizing the areas was interesting.