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P3TE

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A member registered Jul 18, 2018 · View creator page →

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Good game. Didn't realise that it was procedurally generated each time you play until I accidently pressed esc and went back to the main menu. (This should probably have a confirmation).

The flying enemies were good. The others were just rude, they would just drop from the roof and cause seemingly unavoidable damage.

The jetpack should probably be bound to something other than space. I ran out by accident when trying to jump on ghosts.

Using enemies to jump to higher places is a neat idea, it didn't really seem well executed as I found it easier to not bother.

Misc notes: The art was nice. I like that you fell to the bottom when you died. Didn't realise that I had dropped the key when I died, actually died on purpose once I had the key to get to the bottom, made it to the door, then realised I didn't have the key anymore.

All in all, good job.

Very cool concept, I reckon that this type of game would work well on consoles.

I found it a little easy, maybe you could make the gravity well a little less strong so it doesn't trap every object, and they only redirected / don't stay in the well when you move it around. I found the best way to beat enemies was to catch a bunch of stuff in the well then put the well on top of the enemies.

Possibility even have a limit on how long you can use the gravity well.

In any case, good job

Good stuff. Sound effects and music were good.

The idea of having control remotely with your attention divided between destroying obstacles and controlling your car is neat. I found it rather tough.

The hit boxes were a little unforgiving, especially when you are parallel to a wall and turn the vehicle away from the wall only to instantly explode.

I think that the transition between levels could have been a little less jarring than a white screen.

Misc Notes: The previous champion (yes previous I beat him XD) was a cheater, I let him go first so he would explode to the boxes, and he just pushed them away. No fair.

Nice minimalist artistic design. Could have done with more indication of movement by having a background with more variety.

For a chill out game I found that I would have liked to have been able to see more of the world so that when moving fast I didn't have to have quick reaction times to collect the squares going past. 

Music fits the theme well.

Misc Notes: I didn't quite understand the scoring system, maybe could have made that more clear. Never seemed to find any enemies, not sure why. If you went too far away, the background grid would disappear and the squares would stop spawning.