Thanks for playing! I thought I should let you know that you DID have the right idea on that level, with going up one tile and sprinting right, but you then needed to go back left in order to go for the key, which seemed to have been not an option in your head, the video is nice to see a playthrough of this though!
Phasmite
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I actually really, genuinely love this idea. However, my only issues with it are A) the buttons for buying towers/upgrades just do. not. work. which caused me quite a bit of frustration, and B) the tower radius only applies to enemies? I'm not sure if that was intentional, but I feel as though it would be a bit more fair to the player if it was limited to the tower's radius, so that something placed on the front lines isn't sniping your base tower. Overall though, I really like everything you had to offer and would love to see this turn into something bigger!
Some instructions would've been nice, took me a while to figure out what I needed to do. Seems to succeed at what you wanted to do, not sure the core gameplay loop is that fun though unfortunately, maybe with progression + increasing difficulty/ways to lose it could become more fun if you wanted to continue with the concept.
I like the concept/music/art, but it physically starts to hurt after a little bit with the notes showing up in the top left. If you brought it down to the center of the bottom with the character, the player would be able to control much better because the distance between the spots would be much smaller.
I really like this one! It's a great concept, though in its current state it feels very linear rather than puzzle-y. If there was a way to make it so you had to actually solve things with the mechanic I think it'd make the idea 10x better than it already is. Also, if there was a way to indicate to the player they were flipping I think that'd help, I'd often get lost after a flip because I couldn't tell what was happening, though that might even just be a level design point, where having different colors would help out. Overall though, I really do like this one, even if it was just a small tech demo! Great work.
Neat concept, if it changed your weapons as well as the control scheme (which might already happen? I think I might've bugged the sword out, which is conveniently a very OP weapon haha) I think there would be a bit more difficulty that I think the game lacks a wee bit of, though I could see it being better for a casual population. Also, a points system would be great for a little bit of replayability, but other than those two things, it's a cool game! (Also, FYI that the incendiary mushroom's legs aren't animated, I assume that's a bug? No big deal, just thought you should know!)
I really like this one! The unfortunate thing though, is that there might be an impossible jump (or I'm just dumb and bad at games) right after the flashing pillars at the start of level 2. I like the idea of losing your jump to the beat (inspired by Necrodancer?) and the music and art looks great, all around making it great!
I didn't like playing this game for a few reason:
A) PCs with multiple monitors are screwed when playing this game due to the cursor not being locked to the main screen.
B) The slight delay between your mouse and the cursor doesn't feel good or fun to use, and it feels like an artificial obstacle to overcome for sake of difficulty.
C) Stolen music?
D) A lot of the levels it was unclear how to complete them, especially towards the end.
I think if done properly this could have been much more enjoyable, but as of now it just hurts to play to an extent.