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Panda-K

125
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8
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A member registered Aug 05, 2018 · View creator page →

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Haha, very cute and the tunes were great! I tried to hide in a hole and really did get blocked in :)

Looks really cool! I couldn't figure out the attack timing on spiders to get very far, though...

That was absolutely frantic and quite fun. I could see this working really well if you slowed it down a little and gave the player different bridge pieces (like a straight piece, corner, T-junction) so that you have to think about how to build a way forward while panicking. The gaps could have obstacles like rocks that you have to build around.

Awesome work for 4 hours! I didn't understand why it was spooky and had a time limit, but the you achieved a good atmosphere in a block pushing game :)

It certainly evoked the feeling of being trapped :)

I promise I will never use Unity3D again :p

This game looks and sounds so good! I couldn't get past the first wave, though. It felt like too many enemies spawned (around 15?) and there was no way I could kill them before they destroyed the beanstalk. Also, tiny bug: when the game restarts the beanstalk's health is not quite at full.

Such a cool physics puzzler. I felt like the early level could have had a bit more room for error, but I might just be bad at this type of game!

Thanks for the feedback! I'm one of those people who like to figure out a game when first playing, so I definitely lean that way when making games. Still trying to find the balance where players feel like they know enough at the start not to get scared off :)

Thanks for playing! I definitely agree that this sort of game needs a lot of feedback so the player knows why things are happening and what they can do. 

I'll have to check out "Tortured Tower" :)

Cute little game, the random level generation worked well. Sometimes when you hold space after a ground pound your character charges up but doesn't launch up at all.

I like the style! Walking to see the rest of a text box was interesting as well. I think you could use it to surprise the player with what's at the end of it or to lead them to particular areas.

Some of the text was hard (or impossible to read against the background, though.

I like the colour palette and the idea!

I had a little trouble figuring out when it was safe underneath objects. Maybe giving the player a tiny amount of time in the sun before they die could smooth the experience out a bit?

Cute little game!

Ran into a bug when going through a door at the same time as dying. It messed up the UI and controls!

Ah, that makes sense. A score might have felt too game-y for what you were going for :)

I had another thought, maybe instead of the negative energy zipping past it should stay on the screen getting larger until it pops? It would give a bit more contrast between the negative thoughts that you dwell on and the happy moments that you sometimes fail to appreciate.

I had another play, and I'm not sure now what I thought was stiff? Maybe I wasn't using forward and back to speed up and slow down before. Could be that I just played too many jam games yesterday.

Playing again, I really like the balance between staying low to get points and staying high where it is a bit safer. Same with going fast to avoid the fire and going slow to avoid obstacles :)

Thanks for your kind words :) I did consider putting in an easier mode, but ended up compromising by making the start fairly gentle and the end hard...

Definitely considering working on it post jam!

Good suggestion! It was the classic jam thing of not having enough time to implement a more interesting battle selection :)

Thanks for the feedback :)

It does have an end! The number next to the stairs on the top left is what floor you are on (Basement 4, Basement 3, etc.), the boss is on the ground floor.

I like the player sprite! Cool idea, but I got a bit sick of the waiting for the battery to recharge (I think this could have been very fast and had the same effect). A small bug: when starting a second level, your battery's charge doesn't reset.

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This is a strange little game, and I really liked it :) Something about repeatedly apologising to my family member in order to sell them more cucumber gel spoke to me. The boxes filling up your apartment were great, too.

I think a few of my people were bugged and slept 100% of the time.

I like your take on 'escape' and the ties between the story themes and gameplay. I couldn't figure out the last(?) room, but the puzzles were okay, too.

Also, the character sprites are really expressive and I wanted to finish the game in case there were more in the ending :)

This is a really cute idea, and I had fun trying to avoid the chaotic movement of the negative energy. After a while it lost its edge, though. Maybe making the game get progressively harder would give it a more arcade-y feel? The goal could be to get a highscore by surviving longer or destroying more negative energy.

Thanks for the review!

Good point about the intro speed.

 I didn't know about stretching the canvas items. I'll try that next time :)

Really pretty game with a nice atmosphere. If there was a puzzle to the fog zone, I didn't understand it. Nice to wander around in for a while, but could have been improved with some ambient sounds.

This idea seems really cool, but I couldn't figure it out. I tried using the help mode but I still couldn't find the button.

It looks really nice, and has a fun puzzle type but the pacing felt a bit off. It was really tricky right from the start and I felt like my solutions were not intended? (But I couldn't figure out what was intended) The second screen was a little punishing, too, since you are sent all the way back to the start.

I hope Marvin is okay! 

Really nice little escape room :)

Thanks for playing! I'm glad you liked it :)

You've got me thinking about expanding it into a full release...

The sprites are so nice and the fireball powerup feels really good. The controls were a little stiff and I had trouble moving out of the way of obstacles, though. Some punchy sound effects would have brought the whole thing to life!

I couldn't get very far, but the jump animation made me laugh :)

A really cool idea! I wish there had been more puzzles that had required you to wait for the second part to progress.

Some really cool puzzles and a nice vibe. I got trapped by the shadows in the one where they're walls, though!

Really cute idea, but I felt like there was too much waiting around. Could be a really fun arcade style game with a bit more polish. Maybe decreasing the size of the map would make it feel a little more dangerous?

Had a good time, though!

Really cute idea with some fun puzzles! It was a little hard to get the spirits to stay in the zones, but otherwise well-polished and designed!

Really cool concept and pretty well executed. I was a little worried at the end that I wouldn't be able to trade for the last tokens I needed. Some way to keep track of what is in your vase would be nice, too :)

Had a great time with it, though!

I really like this idea and the 3D models look great, but I had little idea of how to engage with the game. Maybe a list of commands for the terminal would help?

It was cool, but I was a little confused. What were those count-downs? How do I build combo?

I really like the art and sound, and I was impressed you included two modes.

The puzzles were kinda cool, but felt a little loose after the first one. It seemed like I didn't have to worry about most of the obstacles.

Arcade mode mostly involved placing all of my critters really quickly? With enemies popping in and out all the time it was hard to come up with much strategy. Maybe having set obstacles from the start would make each level feel more intentional (you could consider sacrificing one type to let a breeding pair through, for example).

Overall, it was fun!

I got to the end? The enemies stopped spawning at least :)

There were a few issues with layering that made it hard to place towers behind one another...

Otherwise a really cute little tower defence!

Short, but sweet! I really like the concept behind this one (which is pretty similar to what I ended up making). The convincing mechanic was fun, too.

I wish there was a little more strategy to which enemies you convince. It felt like each battle could have been a little puzzle, trying to figure out what order to recruit in. Maybe resetting your party before each level, so you have to choose between high attack or high defence?

Anyway, I had a good time :)