Happy to hear you’ve enjoyed it, and thank you for your kind words!
Parrotwise
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Been a lot of fun to play through this one. It looks and sounds great, plays smoothly (some relentless hitboxes though!) and generally satisfying. I would like to watch a practiced speedrun of this. I appreciate the main gimmick but I think it could have been more prominent. There are no puzzles or such that require or encourage the use of previous lives. It’s a just a thing that exists, feels a bit glued on top of a classical platforming experience. Overall, very cool game. Well done!
This one was short and sweet, I managed to get a victory in five tries. It’s an interesting concept and generally well-made. I only found myself wishing the controls were a bit more responsive, which may have been a side effect of the web player. I’ve enjoyed the art and the music quite a bit as well. If you are planning to expand upon the game later, I think adding some variety of levels and arenas would be well worth it. Good job, team!
I’ve played up to level 12 and had quite a bit of fun with it. The concept is simple and the gameplay works. If there’s an opportunity to expand upon it later, I think the easy pickings would be to improve the level design. The difficulty ramp felt a bit inconsistent to me. Twice I have reached the solution in only two steps from the scrambled state, one of them after a level that stumped me for 50+ steps. Overall, a nice little game, well done!
A well executed game, but I don’t think the concept works in terms of gameplay. In Pong, the strategies for optimally catching the incoming ball and optimally sending it off can be different, which makes this game eminently cheesable. I was able to stay in the middle 3rd of my lane, and consistently send balls to the upper 3rd, so my opponent never got any better at catching balls as the generations went by.
One of the better designs I’ve seen among the games I’ve perused, and the longest I’ve played! I’ve enjoyed the track turning mechanic, and I appreciate that the choices are meaningfully diverse. There’s a point to be made about pacing: It’s not a set-and-watch tower defense, but the rate of new distractions are pretty uniform and fast. There’s often no time to stop turning and browse through upgrades. Telegraphed waves of distractions and longer pauses in between might work better for this concept. Overall, promising, and could be a good starting point for a commercial game. Well done!
I managed to beat the 5 levels. An interesting concept, but the execution could use some work. The core was always something along the lines of face-and-shoot, and I’d be curious to see what other kinds of puzzles could come out of this framework. Maybe having a constant number that we can set among our input signals could allow us to use comparisons more deliberately, and open up design possibilities. I’ve enjoyed the introduction quite a bit too. Well done!
This has been a pleasure to play, having the comfy gameplay of a classical shmup. The aerial tank controls take some getting used to, and probably make the game more difficult than it might have been for those of us used to orthogonal movement. It’s possible the player’s slow linear speed is working to the game’s detriment, and a more agile player could mesh better with this concept. I’ve reached a high score of 7230 but never managed to beat the boss. Overall, a fun experience!
It’s a fun game! I think it might benefit from having fewer options, with more meaningful differences between them, and a more conservative cap on power. The early build I’ve played has felt in need of tuning. I’ve found it trivial to save up a whole lot of gold with miners early game, then invest in big guns, softlocking myself from purchasing any more wagons but also never needing to purchase anything again.
