Oh, sorry I missed that.
Obe Dot
Creator of
Recent community posts
The sound effects are pretty much perfect for this game, even though they’re simple. Maaybe you could add background music but… The visuals are simple but I like them. Is this inspired by Deltarune’s flowery fight? It definitely uses the mechanic well and the bullet patterns are fun. I found it difficult so I didn’t completely finish the game.
The viewport size is tiny by default, but that’s not a huge deal since I can resize it anyway. The idea of it being a tower defense game is cool and fits the theme well enough. The dynamic lighting was a liiiitle bit excessive. I didn’t understand what switching the modes did, it felt like it was exactly the same. It’s well made and the gameplay is simple.
For any platformer game, you should really add variable jump height, input buffering, and coyote time at least. It’s okay for this though because it was only made in 3 hours. The camera shake is a very good start to game juice though.
I really liked the camera panning between levels. I didn’t really understand the ball mode and dashing, so the game could have had a tutorial at the beginning. The mechanic itself was great though, and very creative. There was no ending screen, which was disappointing.
Also there was no audio that I could hear unfortunately.
The gameplay mechanic is really creative and it’s fun to use. The music, sound effects, and art style are all impressive. The camera movement is also good. The level design is very well paced and introduces new ideas in a fun way. The movement is smooth and responsive.
There were a few bugs, for example, running out of sand while on a moving platform. Sometimes I ran out of sand but I didn’t understand why. Maybe it ran out too fast. I found the game to be too hard for me, so I only got up to the 4th level.
This game is awesome! The music is great, and the animation is really good! The level design is also fun. The story is compelling, and it’s one of the main reasons I stuck around to the end.
However, I got stuck on the screen that said “I want to carry on.” Clicking the screen did nothing. The game could use some input buffering and coyote time. The precise timing made the game harder without being that much more fun. Also variable jump height. A death animation would be good. I sometimes found it frustrating that there were no checkpoints, and I had to go all the way back to the beginning of the level when I died. I think you could add paralaxing backgrounds because it would make it more interesting to look at. A fullscreen button would be nice, but it’s not absolutely a must. Sometimes, I can’t see where I’m going to fall before I jump due to the camera always aiming above the player, so I fell on spikes a lot.
The concept of the game is good and it’s kinda fun. The artstyle is good and I like the 3d models.
The camera doesn’t frame the gameplay well at all times. Make sure that the player can never go off screen, and the the player can see what they’re fighting. The sound effects are kind of annoying. There’s not enough candy compared to vegetables. Taking damage doesn’t feel very significant, and killing vegetables also isn’t very clearly communicated. The game would benefit from some game juice. Power shoot takes too long to get and isn’t actually that effective at killing vegetables. Maybe you could make the vegetables shoot you, which would make the game more interesting. Also more types of vegetables maybe.
This is a very creative approach to the theme, and it’s definitely fun.
Q, E, and R appear to do nothing at the start of the game, before I’ve bonded to anything. A more dedicated tutorial that guides you a little more directly would be helpful for helping players understand how chemistry works here, particularly with how the orientation of the atoms has to align in order to bond. It’s an important mechanic to have, but it should just be explained better. When all of your outer atoms are filled, you can’t bond with anything new, and I feel like there should be a special screen for that. The movement could benefit from some acceleration/deceleration. The capsule art looks ai generated to me, and there was no ai disclosure. You might also want to add some sound effects, music, and game juice.
The gameplay concept is fun! There’s too much text on screen during gameplay which makes the game confusing. I also don’t get to see the candy get dropped into the chute, so it feels like my input didn’t do anything. There’s also no sound effects. I hate to say it, but the use of generative ai here makes the game feel really low effort.
The game is hilarious and it’s actually a good cover of “Flower Man”! The concept of the game is pretty fun. I like how the game gets faster as it goes on. When I’m going through the middle, the green section that lets me pass is misaligned. The A and D keys don’t seem to actually do anything. I’m not sure how the title, “Sugar Minor” exactly relates to the game, you could’ve made some kind of play on “Flowery” or “Jarona”, idk. I’m not sure what that beam of yellow light does or means.
The main gameplay mechanic is fun and interesting. I find it very hard to tell what’s going on at some times visually. I played for a few seconds and got hit with this wall of… oranges? I couldn’t figure out how to get past it so I had to refresh the page. I think I was supposed to eat some fruits but not others, but nothing in the game told me that clearly.
The progression of the game is well made and pretty fun. The music and sound effects are good as well. The premise of the game is problematic, but I guess it technically fits the theme… The use of inconsistent pixel sizes does not appeal to me and makes it look especially low quality, but the drawings and animations themselves are decent.












