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Patricia

103
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A member registered Sep 01, 2018 · View creator page →

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well I guess it's kinda meant to make you feel a little uncomfortable, right? I didn't word this very well lol, I got a bit caught up in it

The pixel graphics are nice

This game made me confused and uncomfortable

This is an entertaining way of gamifying the voting game

This is very professionally-made. Pretty good all round.

Better progression system than evolve idol

I looked at the dragon stirring the pot and  clicked it

the idea is cool and I liked the art

this is an excellent shitpost, well done

very clever puzzle game mechanic

I laughed at the opening

well I sure did stir that pot

very entertaining retelling of the voting game in an interactive form

in the beginning there was only the veldt

great bullet hells and amazing animations. good job

I got filtered by joe

It's quite simple, but it's still pretty fun. In terms of defending it's not that complex because you just have to circle strafe and kite the enemies, but in terms of attacking it's more complex because you have to try to only hit the alive enemies and not hit the dead ones, or else you make more. In the end I gave up before ever managing to survive to the end. I kept on dying because of the camera. I would keep on walking backwards into newly-spawned enemies. You might not need to zoom the camera out further to fix this. Maybe just make the camera move more in the direction you're moving. Or maybe do both of those things. I don't know, try your options with that and see what works if you feel like it. Also, is the title a reference to Blade Runner 2049? And did you come up with the title first and the concept second?

Thanks, you too.

This game gives me the same vibe as Baba Is You, because any aspect of anything in the game can be used to control anything else in the game if the puzzle requires you to do so. It's really impressive. My initial reaction to the mechanics is wondering why it doesn't let you decide which directions the objects affect each other in. For example, why doesn't it let you make it so that when you push one box left, it makes another one move right? But I assume you thought of this during development and decided against it for some reason, and I assume that reason is either to make it simpler or to make it so that you can't cheat the puzzles.

This is so hard! I got the hang of it eventually, but I guess it's supposed to be like this, otherwise it would be way too straightforward. My high score is 900.

I was surprised by how long this stayed interesting for how simple it was. I think it got way too difficult towards the end. I had to give up eventually. I really like the texture of the surface which you're allowed to attach to.

A lot of the levels and puzzles have good ideas behind them, but it's kind of let down by the jankiness of the movement. But it's hard to make a movement system that complex in 48 hours.

I find games which you only control with mouse movements and no buttons interesting, because they usually have you controlling them in really unique ways which are unintuitive but still very possible to master. I definitely think I could've become good at controlling this if I'd played it for long enough, and that feeling of mastery could be really satisfying. I think if there was more to this game to actually motivate you to do that, then it could be good. If you weren't restricted by the time limit then you could've made levels for it instead of making it more arcade-style, which might've been better at getting players to master the controls. Because as it is now, a player would just go "I'm bad at this, this is the best score I'm gonna get, so I give up".

That might be a good idea if it warned you when they would spawn, but not where.

The concept is unique, and it works well. The platforming physics are very good for a first game, but you made one small mistake: you didn't give the player a terminal velocity. So if I start falling from the top of the screen, by the time I reach the middle I'm already falling too fast to react to anything. This ended up killing me a few times. With a couple of balancing tweaks to things like the weights spawning speed and the platform sizes and speeds, this could have a really tight gameplay loop.

This is fantastic. I've not seen a puzzle game like this before. It's designed so well that you could make a ton of really interesting puzzles just with the mechanics you already have. Plus you went far out of your way to make it look so much more interesting than it needed to be.

The gimmick of this is good. It gets you to think ahead and reconsider what to do if you get it wrong. It was interesting towards the start, but the gimmick didn't really stay interesting for the whole thing. I feel like it's missing something small to make the last few levels less similar to the previous ones, but I'm not sure what. But still I understand that some things aren't possible in a 48-hour time limit.

Now that I've played more of it: The idea has potential but I don't think you figured out how to put that potential to work in time. Maybe it's because you have too much power over things. It's fun to build a path through the dungeon with the squares you want to visit along the way, but there's no down-side to just making a straight line full of treasure. If you'd had time to figure out some kind of risk-versus-reward dynamic to go along with that then this could've been quite good. But I can admire how ambitious you were, and how well you did it in the time limit.

Ah, thanks!

I feel like the game didn't really use its gimmick as well as it could've done. I think that if you could see all of the fish coming in each wave far in advance, sort of all falling slowly at once like tetris pieces, then maybe you could be more strategic about setting up your jigsaw pieces in the most efficient way.

I can't figure out what I'm supposed to press on the Floor Complete screen to progress.

The first few introductory levels were really clear and concise. That was a really good wordless tutorial and I intuitively knew exactly what to do straight away. The concept is really unique. I don't think I've ever played a game about mixing together colours to make the right one before. But then taking that further and turning it into a puzzle is awesome. The art is nice. My only complaint is that sometimes it looks like I'm the right colour, but the shade is a tiny bit off, and I can't even tell by looking at it. I suppose there's no way around that, because if you actually made the shades more distinct then you'd be lying to the player.

This was really hard to control at first, but I was surprised by how good I got at controlling it eventually. And I feel like that was on purpose. Lots of games have unintuitive controls, and that's fine. There's definitely room for that to exist. I can't really describe exactly how I managed to get the mace to swing around me really nicely, but I was doing it somehow, and that was satisfying. I think it would be cool if you could jump as many times as you want in midair, like Kirby.