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pixar-07

53
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3
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A member registered Nov 14, 2025

Recent community posts

a problem and frustration i had with the game. you only hit a fish, if you aim at it directly. the tip of the spike is only capable of catching fish when it reaches max length. so you need to perfectly predict where small fish will be so you can aim there or you will never hit. more fun would be, if the spike tip touching a fish would catch it, no matter if its extended to the point you aimed at or not.

plants are either also affected by this issue, or this is an issue because of plants. hitting plants is bad. your spike retracts upon contact. contact can however only be made, if you shoot the spike at the plant. the spike can go through the plants otherwise with no problem. this makes plants a non-factor in gameplay. the spike hitbox was either done intentionally to make plants less annoying, or this is an oversight with how the spike works. 

jellyfish also have the same issues. the mass jellyfish stage would be impossible with a full hitbox spike, yet is incredibly easy with a spike with only a hitbox when the tip reaches the targeted area.

either way i think it ruins the game, as you dont really feel powerful. you are spending minutes trying to kill tiny fish that are zooming across the screen and are nearly impossible to hit.

another contributing factor is that the spike is slow. it makes it impossible to hit fast targets, due to the small hitbox of the spike, precision needed and slow extension speed of the spike.

pre game jam:

the obstruction had no clear instructions to clear. 

fatal design flaw: damaged nitro makes levels uncompleteable, if you cant repair it. yay potential softlocks.

 super unresponsive controls.

mouse only controls makes the game frustrating. trying to hit the gate is hard as you need to go full thrust, but activating the thrusters with the mouse will turn the ship as you cant activate both at the same time, making you miss the gate.

using chronostasis more often for precise turning made the ship feel a lot better.

p somehow activated a killswitch that disabled my entire ship. i was just trying to find a pause button.

j skipped levels. i was just trying to repair the mess that p had caused.

tuto real, astroid feels... really. kinda a nitpick, but i found those really funny.

and then the minefield. you evil bastard. WHY DO MINES KILL YOU AND FORCE A RESET FROM THE START WHEN YOU SHOOT THEM. YOU KNOW WHAT YOU DID. YOU LINE US UP PERFECTLY TO SHOOT THE MINE, DARING US TO SHOOT IT AND THEN GIVE A GAME OVER. USUALLY THE GAME JUST RESETS THE LEVEL AND TELLS YOU YOUR MISTAKE. BUT HERE? NOOO THAT WOULD BE TOO NICE. that was legit the most evil thing ever and i will never forgive you. you know what you did. that was on purpose to make players suffer. 

a problem with this game is scrap. scrap saves from level to level. you need scrap or you wont make it far. all it takes is a nitro damaged and you cant beat a level. say an unfortunate mishap due to an EVIL DEVELOPER happened, you could skip levels with j, but you still need scrap so you need to at least play enough of previous levels to gain scrap. I HATE YOU.

oh wait no look at that, scrap is save after a game over. huh. well then im sorry for accusing you of being more evil than you actually are. dont get it wrong though, you are still evil, just less so. then scrap isnt really an issue after killing the first enemy as you get so much of it.

post game jam:

i thought you said you fixed spelling. tuto real is staring me in the face.

i cant find the stated "ui improvements". i find the changes to the velocity ui to be a downgrade. the first one was better.

the changes to thrusters i like, but it was a bit confusing coming from the pre game jam version. now it works a lot more intuitively. 

to the missile. it is op as can be. it locks on to targets on screen and is a oneshot. to compensate it has a cooldown and lasers were nerfed to not oneshot, but instead like 5 shot enemies. now i dont want to make any accusations, but judging by the gameplay trailer there is only one person i know that has struggled to be able to aim at enemies and would greatly benefit from being able to no skill destroy them when they come on screen without needing to aim. im definitely not suggesting that you implemented the missile as you couldnt aim to hit enemies and wanted a way to kill them without having to aim, im just pointing out some interesting facts.

now to the "better enemy ai". all you changed is that enemies now wander all over the place and lock on to the player sooner than before. nothing has gotten "better" the enemies are now more annoying to deal with as they spread out all over the place. "better" ai would slowly nudge them towards the player, not just make them fly off randomly. they just mostly cling to the edges of the map and are annoying to deal with.

cuz guess what, the movement still feels like im trying to control a car on ice with a malfunctioning remote that is also incredibly impractical. the only reason this game is hard and annoying is because the controls are horrible for precision, which the gates need. and because the ship steers like its on ice. it is so unresponsive, that its kinda impressive. like its supposed to have thrusters. having the middle thruster on full blast should make you go forward fast. instead even with them on full blast it is impossible to reverse without putting the side thrusters on max, which will change your direction due to horrible controls, or getting bounced back by the edge of the map. at this point abandon the space theme, turn the background into ice and make our ship a penguin and the enemies seals. then i wouldnt be complaining about ICE PHYSICS IN SPACE.

oh no, it cant be. MATH!!!!!! i am in shock, i am in shambles, you have me shivering.

first of all the starting sound gave me a heart attack. i open the game and get jumpscared by a strange noise. every time i reopened the game it jumpscared me, even when i was prepared. nothing can prepare one for that strange noise. its not like its bad, just confusing and it hits you right away while being louder than expected.

fun thing you can do. if you keep filling the corner, the game gets really laggy. if you do it with an animated number like danger the game will struggle even more to the point of becoming unplayable. after enough mitosis, the numbers will form into one singularity on the left side that incorporates all the numbers you have duplicated. if you spam try to duplicate them(it wont work as the game is too laggy to function) the game will eventually crash. :)

a delete function for the box would be nice. otherwise if you make a mistake you need to reset, or use other numbers like multiplying by zero to clear the box. a reset for the box would be a lot nicer.

the division stage before the antizero is stupid. i solved for x, but the game isnt capable of solving my equation. everything needs to be done step by step or else it wont work and terms wont cancel out. i had to divide by x to isolate the term i wanted to cancel out. otherwise it wouldnt woork. that was super frustrating and i spent like 20 minutes trying to figure out, what i was doing wrong. turns out i wasnt wrong, the game just couldnt follow my thought process. i literally just had the term i wanted to multiply divided in such a way, that the game didnt recognise as canceling out the part i wanted to cancel out.

wait hold on, maybe not. the way i tried to solve it was by resoiving the multiples first. that didnt work. im 50/50 on weither thats the games fault or if the divisions dont work out that way due to the box applying affects universally. when resolving the additions first, the term can be solved for x in one step. so im not sure. i was frustrated, but i recognize that it may have been my mistake, not the games mistake. still hated that level though, mainly due to how frustrated i was, either due to my or the games fault. but you made this a math game so i blame you.

nice. a short, but fun game. the origonal was about getting a high score, this one was about making it to the end. it got a bit insane at the end, but i did it first try.

the game was very fun, but also easy. it has only two mechanics. the disappearing blocks and the sticky spots, and doesnt have many levels. the mechanics are used very well, there are just only two, making the game short. 

i just couldnt understand the editor.:

there is seemingly no way to delete things that you have placed.

all the structures need to be a minimum size to be placed, that isnt even indicated. this limits the functionality. of the game.

selection seemingly has no purpose. 

par thankfully can go beyond 8, which seems to be the intended cap.

i couldnt figure out how to to play map editor maps. pressing f+4 just selected solid in the editor. pressing f4 did nothing. i tried alt+f4 and that was about as helpful as you would expect.

a way to share custom levels would be nice.


in the editor i see potential. the game is fun, but the levels are easy. thats because you attempt to make it a platformer type. it is however not really suited to that. it is more suited to a timing, puzzle platformer. the struggle in this game is never reaching the cat, its finding a path in par to achieve that. the given levels dont do that and are as such really easy. the editor would be a perfect way to make custom levels for others that are fun and hard, pushing the game further than the given levels do. it would be nice of you to fix the editor/ explain how to use it if it isnt broken. i really see the potential in this game through the editor. i would love to create custom levels that i could let others play. the game also doesnt save, so a way to upload levels would be pretty much the best way to preserve them.

love that on level 4 you can make a particle accelerator by chucking the stuff off the table. pressing esc however closes the game, which i found out the hard way.

all in all a nice fun little game. 

nice little game with an interesting damage mechanic. 

the damage can be very inconsistent though. most of the time i took damage it didnt feel like my fault. it felt like undeserved punishment. it feels like the difference between latching on and dealing damage or taking damage is a coin toss, though it is like 70% in your favor. you are supposed to take damage when colliding with the head. sometimes jumping into the body to latch on would hurt me for seemingly no reason.

the movement sometimes also felt a bit too floaty, launching me further than i had expected and wanted.

all in al the foundation is nice, the gameplay is fun. there could just be a lot more of it with a bit more polish. 

looks like a fun game to play with...friends...

only issue is...


A problem i have notices in the gameplay trailer is that hiding behind pillars is op as you can pretty much stay entirely hidden while stealing. 

another tactic that i could see getting used from guards is to wait for two trophys to remain and then to camp them. when one gets stolen, arrest everyone on that piller. with enough guards and with no cooldown you could just brute force a win as the thief has no response to such a tactic, but to run, which would make it very obvious that they are the thief.

nice game. of course it lacks progression and as such isnt as great as it could be, but it is still fun

left + right to boost and steer was a interesting control choice, but one that started to strain my hand while playing. you lose a lot of control while moving due to that aswel. making it space to boost would have been a lot more comfortable and would have allowed for more control.

the fish are insanely easy to survive. while boosting you are untouchable. i boosted straight through fish a couple times and wasnt punished. of course with the lack of control and small fov, were this not the case the game would be insanely hard and unfair.

also it is like impossible to lose even after dying. the krill you made will be able to sustain without you playing. the fish arent efficient enough in cleaning them up, which is great as to not make all progress be erased quickly, but results in your krill being able to sustain a net zero growth, not increasing or decreasing. so like, whats the point? the fish could just target only the player and the krill could be made unable to reproduce. it wouldnt change much. i would imagine too, that at a high enough population the krill could even reproduce faster than the fish could catch up, resulting in a game, that seems like a movement showcase, playing itself, defeating the core gameplay of the game.

one of the foods, the one that looks like a green pill or piece of candy i cant really tell, will often get stuck and not get consumed.

the way i understand it after eating some food you reproduce a krill. any indication of when this happens to show progress would be nice.

in the music, the ambience is at a nice volume, but a ringing like sound is a bit too loud in my opinion and due to its sound can be disruptive. the choice is either to turn the volume down, erasing the nice ambient music or keep the volume up so you can enjoy the ambiance and endure the sharp ocasional ringing.

all in all a nice game. well i wouldnt really call it a game. more like a demo. the movement system is very nice and could be used to make a fun game. this is just lacking substance right now.

inspired by oats jenkins. the most horrifying words known to man.

a minute equaling 215 seconds is the most deranged thing i have ever seen. the hours and minutes ball being on the same track is equally disturbing. it serves no purpose but to be horrible compared to the clock 1 design.

due to the clock being split up into 20 sections and a minute being 215 seconds, when the minute ball is at 2, 10,75 seconds have passes. that is the most evil thing ever. the further it gets, the worse it gets.

all in all clock 2 has got to be a downgrade from clock 1. i cant see any reason for the changes that were made. there is a reason minutes have 60 seconds. unless compensated somewhere else like in the minutes per hour or hours per day or days per year this completely clashes with the rotation of the earth around the sun that determines the length of one year. this will take 3,583 rotations around the sun to say a year has passed. unless this clock works differently than just minutes being 215 seconds long, or unless this clock is for the measurement of time on another planet that takes 3,583 years to rotate around its sun it is a flawed clock. it changes what doesnt need to be changed and in that breaks the logic behind the concept of a clock. this is not clock 2, it is a failure.

unironically hard. some nice fun. and yes i am proud of my pb of 29. if anyone beats this and tells me their score, i promise i will return and beat that score (plz dont do this, i unironically stopped breathing during my best run due to the stress of how hard i found the timing and due to knowing i was doing well and i dont think i can handle much more of that)

also the random button on the website always returning me to jim rummy is very funny. i do know how much you like the game, so i can understand it. its just funny.

also i checked out tyson mcguffins 2021 us opens and he won. so idk what the tv in the gym was on about when it reported to be showing his "tragic loss in the finals". maybe i got something confused.

sad i couldnt give my guy a heart attack. concerning that the first thing i do when i notice a heartrate monitore is try to get a heart attack, but oh well. since it doesnt work you seem to have assumed that i would try that, so its not just me who thinks like that. you do to. so its not a weird thing to try and you cant claim otherwise.

holy moly this game knows how to make it fun, yet annoying. music notifies you, notes notifies you, everyone notifies you. yet it is fun to do. you slowly get into a rythm: ignore notifications and everything else. look at your tasks and do them, then mark them as complete.

the sound at the end was nice. usually you had these upbeat music tracks and as soon as you get away from the job the tone shifts. the vibe gets a lot more eerie. but you also feel a lot more free. the screen is bigger allowing you to see more. no longer does it transition between places, the camera moves fluidly along with you. it highlights uncertainty but also freedom which is very fitting. i think the game expertly gets its message across while being fun to play and having interesting characters.

though i wonder how many jobs i could have done for rad and jumbo. does it go on forever? i quickly caught onto that something was off, but how long could i have worked?

also bro who is bolitar? i just found him at the end due to the increased fov. funny easter egg.

there is probably tons that i missed, like idk what you can do with egg or the guy that wants to try all food. the messages may have had things in them too but i just ignored those. but im not gonna go look for more. i had enough fun and got to experience what you wanted to convey with this. congratulations on getting married.

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the game is insanely fun. i grew to love the game and started longing for longer, more complex matches. i wanted more and thats a good thing. this was a lot of fun to play.

just a sad part is that pretty much the only way to score in some of the matches is with a spin. random mistakes and being able to outplay your opponent should also be an option. this makes the game harder than it has to be as you need to hit a spinnball to win. every other hit is just prolonging the match and giving opportunities to slip up. i would have loved more options for those fights. the offenders for this are the , im pretty sure, twins, radar and momoko. there is potential for being able to do more than just spinnballs. sheriff also suffers from this as he makes no mistakes. the only way to score is with one specific action. for him its more excusable as he at least has a unique scoring mechanic, but it is still very restrictive.


kip was easy to beat. he is a great first opponent. he isnt too hard and easy to beat. all you need to do is outplay him. no spinnballs needed. he is so easy that you can train on him, trying to hit spinnballs (i couldnt lol).

the twins are a match that i hated. you are doing a 1v2 with a obstacle on the left corner of the field. it is impossible to score with anything other than a spinnball. you also need to use the spinnball to the left, as the right twin will often be able to return them. they are an incredibly hard match for the second (third if you count dad) match as you need to hit 5 spinnballs at least, without missing more than 4. i couldnt even get one against kip. this took multiple tries and finding a somewhat consistent setup, like what i did with momoko. forced spinnballs at the start of the game, when you will be inconsistent at doing them incentivizes finding a setup, rather than winning normally.

hector is a lot more fun to face. his mechanic seems tough at first, but it was the easiest match by far. i only lost one round and mopped the floor with him in a short time. i actually think things should have gotten harder. not just one extra ball, but another extra added for every loss. basically making you have to hit 5 balls in the final round to get through. it would turn into a survival match of trying to not let any ball through and hoping that hector makes a mistake quick. it would still probably be a quick match and easy, but hector would feel a lot more like a lord. i kinda feel like i curbstomped a toddler with a neat trick that scores him one round, not a pickleball lord.

momoko on the other hand is insanely hard. as such a good setup to beat momoko:

hit the ball to the right, then move to the middle. a clone will hit it back straight and turn into a log. dashing from the middle will spinn the ball. return to the middle and repeat, as the log will bounce the ball back once before you win. this setup is consistant and will secure you the win, if you can get the timing down. i dont like to rely on such pattern executions to win, but nothing but a spinnball works and they are hard to do on the fly. 

radar was a great miniboss. i started the game trying to fight him, but got mopped. the only way to score is with spinnballs, but after momoko i had gotten good at timing them and made quick work of him. his portal mechanic is fun to deal with, yet intimidating at the start. sometimes he doesnt use the portals which i kinda dont like. i like him being a check of reaction time. very fun fight. maybe he could have used portals defensively during the final rounds, or we could have been able to use portals. the mechanic could have been used to a bigger extent, but it was fun nonetheless.

the sheriff was an amazing lord. his fight is very unique. it is(to my knowledge, i never hit a spinnball so im not sure) impossible to score against him in a normal way. you need to hit him with the ball. he also sends the ball all over the place making it a stressful match. you need to keep up with the pressure he puts down while keeping track of his position and hitting him accurately. this was loads of fun. sometimes it was easy, other times he had me on the ropes, dashing around the field not being able to focus on hitting him. this was also the first time i hit a "out" shot. i didnt even know it was possible. thats how hard he pushed. yet in the end it was a fair fight and a winnable match.

i also loved the past area. it was a unique setting and was a fun place to be. there wasnt much, but there was enough to enjoy the area.

the champion, oh boy the champion. i love the atmosphere. he is insanely hard to beat. he returns all balls, even spinnballs. the only way to score is to return his chargeball. this is very fun. then he does something that no opponent has ever done. after 3 wins he will shoot a spinnball. like WHAT. i was not prepared to deal with those. i like that he uses them. they are incredibly hard to return, making it fitting for the champion match. turns out after restarting he can do those all the time, even in the first set. but then disaster struck. the game bugged out. i was locked to the right field, as if i hadnt served. i of course lost and then i couldnt even get back to the field as an invisible wall was blocking the entire path. this is incredibly sad. i put all this effort in and it bugs out. thankfully the game saves, but it is still annoying. every restart makes you run over from your house. it turns the final battle into a bit of an annoyance. also fun fact, on 4 wins he will launch three chargeballs, not one. it is increadibly hard to react to the first time and will almost guarantee a lost point. a bit unfair, but hey, its the champion. it also makes for a satisfactory ending, returning those shots for the win.


now a few complaints i had:

the order i tried to play in: radar(loss), momoko(cheesed victory), twins(hard fought victory), hector(curbstomped him), radar(easy, fun match), sheriff(tough but fair match)

i think the game would have been more fun with a set order of: hector, twins momoko, radar, sheriff to teach you how to play the game. i pretty much tried the game in reverse order of difficulty and had a hard time because of it. it would have been a lot more fun to learn with increasing difficulty, rather than being allowed to jump into the deep end of the pool. while the game guides you to the gym, the coins took me a bit to figure out and it guides you into the twins, which are a hard match so its not great.

also do you play with z,x keybinds? it hurts my hands. idk what kind of keyboard you use, but it is painful on a qwerty keyboard and hard to use. i keep hitting the wrong key and mistiming as i cant really use these keybinds.


all in all i loved this game. it was a fun experience. there is potential for more, but it has got to be on the level of Duel-it. it is an amazing game and dare i say a masterpiece. the characters expressions are amazing and the dialogue is very funny. i love the face our character makes when we are speechless. its such a nice touch to have all these funny expressions. it was just so much fun to play. 

also before i forget. you set up dads gun like a chekhovs gun and are fully aware of that, yet it never fires. unless i missed something, which is possible in your games as you like to have hidden elements that arent needed to progress and need to be sought out to find, this was just another prank.

the concept looks really cool. games will either be normal or will spiral into a a fight for a space in a space in a space... and so on. this would be really nice to play with friends. unfortunately i do not have those so i cant play. but i suck at tick tack toe variants so it may be for the better. 

honestly this was such a good game. the gameplay was satisfying and the story was great. i only wish it had gone on for longer. i wouldnt have minded doing repetitive tasks instead of using each recipe only once or twice. 

there is just one improvement i would suggest. increase the time it takes to grow. i found myself using the same two patches to farm all resources. increasing the time to grow would have incentivized using more patches, which would be satisfying to farm all at once.

fullscreen was nice to add. idk what down is as a spoiler- wait. ohh i get it. kinda more confusing than not having it in the description as the game explains it.

all in all a great game. i would have loved it to be longer with many more monsters to help, but it is good as it is.

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this was such a cool game with effort put into dialogue for those that check look for it. its cool to be rewarded for interacting with everyone as it changes the ending. lots of fun, some frustration, but one coherent game made by 4 people doing their own thing.

i also get to check out two more game developers so another bonus.

also the callback to jim rummy was nice and expertly demonstrated my frustration with that game. jim riggs the game in his favor and makes it unbeatable. those stupid rules that make the game go on forever till it bugs out and gives him the win have me steaming.

not really my type of game. the pain i felt after loosing on a great run that had such good rng was enormous. the satisfaction of finally winning was tiny.

 being forced to take an ability was annoying at the start as you could never keep a build for more than a kill. at the end it was easy to keep a build as every enemy had nasty so you could just pick that and replace your nasty with a new one, which changed nothing. it was frustrating at the start to have every build ruined by the next kill. in the end, with how few abilities there were, your build was set in stone and so choosing new abilities after a kill became a chore as nothing was changing.  

some abilities i didnt understand like the +2 hp passive, yet others were seemingly useless. 

teleport has got to be the most useless ability ever. it costs 3 mana, which is a lot. it makes zero sense to use offensively as you will just be teleporting into an enemies attack. the only use case it has is to escape bad situations. with limited slots, keeping one for a emergency escape isnt worth it, especially in this game. normally in a bad situation you have no mana. if you still have mana, then the situation isnt bad enough to need to escape. you need to hamper your mana usage to keep it available as an escape which will just make the game harder and will lead to your loss. escaping also doesnt help. there is no natural mana or hp regen so what use is escaping? if you are near death then the run is pretty much over. unless you get lucky and get items to restore, its already over. i was really disappointed after thinking about its use cases because it seemed like such a cool ability, yet it is just a waste of a slot.

also quick attack is just a worse pea.

speaking of quick attack the quick attack enemies have got to be the worst enemy in the game. they refuse to let you near them, so to defeat one you need to tank one hit. only once was i able to outsmart one of them, but with the use of two cross attack to approach and kill. most enemies can be dealt with in a way that allows you to take no damage, yet this enemy refuses. you either spend mana or tank a hit. there are no other options. the peashooter acts the same way, but it feels more fair as he is a stationary turret and not a moving enemy that refuses to let you attack it without getting attacked. the frustration i have felt dealing with these guys is immeasurable. they refuse to approach you without a tile being between you. they dont try to come for you around corners, they wont play the way you want them to, they will make you pay to kill them. thats frustrating. fighting two teleporters at once was more fun than fighting those guys and killing the teleporters took a while. the difference is, it was possible to do smartly without taking damage, the quick attackers cant be outsmarted.


so yeah, not my type of game. while some parts of the game werent great, it was still fun to play. it looked nice, the sounds were great and solving rooms in a way to take no damage was always fun.

honestly such a fantastic game. the difference between the infuriating snail section that takes forever and the fun slime section that is super short is so on brand and funny. the humor is amazing as always.

honestly this was such a great sequel and you didnt even make the first game. that requires some serious talent. it felt like the origional, sharing a lot of similarities while also being its own game. lots of fun to play.

biggest undermine was x to interact paired with z to jump. my hand does not like such keybinds.

what a game. this was a lot of fun to play. also two more websites full of games at the end!! you spoil me.

this game gives off massive pents wacky zany roadtrip to adulthood vibes due to the music, artstyle, humor and the way the keys and locks look. it didnt hit me till the third stage, where the combination of the keys, locks and the music made it clear to me. if this is trying to use that style, than you did a great job, if not then this is a major coincidence and you should forget that game and not think about it. i loved that game but also have ptsd from finding the ultimate secret and other "fun" parts of that game, so i wouldnt think about that game if you dont know it. 

i like how everone goes through the same area, but with different paths. you arent inherently told each characters correct path but after a bit it becomes really clear which character has to take which path due to becoming more familliar with the characters abilities.

well except for the knight. in part 3 he can go partially through the sheriff route. in part 4 he can partially go through the cow path, and partially go through the miranda path backwards which bugs out the blue button and door as they disappear. the knight is the character that doesnt really take a path and just feels like he is skipping through the parts. its less so finding a route for him and more so finding what other routes he can take due to his unique movement. but thats why i love him and always looked forward to him, so i could see what unintended routes i could access after following the others paths. the knight felt a lot more powerfull because of how he doesnt feel like he needs to solve puzzels, but instead can do mostly as he pleases. thats why i liked the ending as he really felt like more than a joke due to his powerfull mobility.

bit of a oversight. you can get out of bounds in the first part with the knight. you may have thought of this as there is a red barrier around the area that doesnt allow you to go far. you can also do it in part 4 at the end which also doesnt do much. this again showing the power of the knight and why he is in the kings service.

also a bit of an oversight, in the second stage in the cow puzzle you are intended to use two anvils, but the first is enough to get through.

however there is one critizism that i have with the game. part 4 for the sheriff felt so wrong. i thought i had found a bug with being able to move through the red wall from the button. turns out that was the correct path, but it felt so wrong. the second part broke my brain because you needed to put the box in the blocked spaces and could push them out. it all felt so wrong. i think that part could have been revised to make it feel more correct.


all in all a great game. i had a lot of fun. the puzzles were (mostly) intuitive and were fun to solve. i have come across a treasure trove of fun games to play. i hope they are all as great as this one, but i may be setting too high expectations as this really was an amazing game.

bro this game does not end. i played it till it bugged out and the card stack stopped showing me what the top card was. i did lose because of that, but without that the game would have gone on endlessley. lots of fun but litterally impossible to win.

amazing. does the number work tho?

i remember playing this. its a lot of fun while also being difficult.

honestly was a lot of fun to mess around with. the movement system is very intuitive, even though i struggled a lot with it. there isnt much to do in it rn, but it is still a fun experience, even as someone who doesnt play games with odm gear and doesnt really understand how to use them well.

while the game is fun it is also extremely hard. enemies will swarm you fast and kill you. progress is slow and hard to get. on big issue however is the mothership. it seems like there is only one that appears upon spawning/respawning. if it dies, all your gained loot is lost as you cant save without it. the safest strategy is to keep moving, as to not get swarmed and to keep the mothership alive. since the background gives no indication of location however and the map is seemingly infinite, or at least huge and since there is no arrow pointing you to the mothership you will get lost and be forced to reset. this makes progress a gamble. either stay near the mothership and hope to gain scrap before you and the mothership die, or fly around, staying safe and collecting scrap with the hope of eventually finding the mothership again. this feeds into another issue. progress is hard, yet the enemies only get harder. without a cap towards enemy progress tied to stat increases you could be left behind and forced to reset, as you arent upgraded enough for the ships the game is throwing at you. 

all in all a good game, just insanely hard to progress in. i have still not saved a scrap, but since its a download and a lot of fun, im sure i will return to it and progress, especially since i want to encounter those massive ships that are shown here.

thanks for the reply. wasnt expecting the reviews to get seen, as some of these games are pretty old. i found you through the le chat fonce games and decided to check out all your other stuff and boy am i glad that i did.  almost all of your games have all been fun to play, even with their issues. you have great game ideas and have released some masterpieces like path of atlon, magi: venandi, a shard of mine and all (except for the halloween one) le chat fonce games. while all have their flaws with bugs, being unpolished, ending abruptly and having a confusing/ unresolved/ flawed story they were all a blast to play and made me happy to have checked you out. while i did say that i was done, i might just be back if you have more up your sleeve. you just have so much potential with such great ideas, that even your worst games were fun to play.

ps: sorry the erdadok reviews took so long and arent as in depth, but i just lost all motivation after erdadok 1 and didnt really want to play through the game multiple times.

k imma keep this quick. my summary goes as follows: "one time its funny. two times its annoying". 

you have rereleased the same game for the third time with some slight changes. there are some new buildings, yet this version is the most unplayable version of all. an issue that the previous versions had was scrolling to zoom in or out would also scroll on itch. this made the game unplayable without fullscreen to prevent this. this version is missing fullscreen. i can not subject myself to this torture so i cant fully review the game. what i can say from my few minutes with the game:

there is a new bug with roads as the model has been changed. their model now goes into the background showing the skybox behind the map when scrolling.

losing is both easy and hard. the first time i instantly lost while trying to close the grey popup as text is still unreadable with the low resolution you have chosen. in my second attempt i built a house and a farm and have still not lost. now this was on easy mode, but with how reputation works and has worked before i cant see difficulty changing much. i like difficulty as an option for replay ability, but you need to make the game playable first. 

while a lose condition has been set, i cant find a win condition. land can no longer be bought and reputation with the empire also doesnt seem to have made a return. while a game like this doesnt need a win condition, if all you need to do is keep people happy and all you need to do for that is to put down a road house and farm, then you pretty much win from the start and anything else you do isnt working towards a goal other than making a bigger city.

one thing i must applaud is the redesign of the farm. it will no longer give you a seizure when moving around. but that doesnt fix the core issue of flickering when moving around while zoomed out. forrest plots, while not as horrible as the old farms, step up to give you that seizure instead of the farms.

and yeah thats it. finally i can leave erdodak behind me. wait a minute. its spelled erdadok. have i been misspelling it the whole time? well either way i can stop thinking about how i still need to play the third version. it has made me happy at how unplayable this version is, as i have not had to suffer for long. please for the love of all that is holy. do not make erdadok 4. or at least fix your bugs, make the game playable and increase the resolution, even if just by a tiny bit.

i have played all your itch games and all your newgrounds games. maybe you have more on another website, but im done. you have a lot of potential. you have great ideas for games. yet most games are unpolished, full of bugs or have massive design flaws. this most likely comes from the fact that most of your games are game jam submissions. if you ever decide to make more games, you need to spend more time with them than a game jam worth of time. fix bugs, dont leave them as they are. good luck.

Erdodak 2 is pretty much just Erdodak 1. Most of the mechanics are 1 to 1 copies of the first game, the graphics are the same and the gameplay is the same. One could be forgiven for thinking that the game was just copy pasted from the first game. This also means, that most of Erdodak 1’s flaws are present in this game. But it isn’t entirely a copy of the first game. Some things that didn’t work in the first game now work.

First lets talk about the issues that Erdodak 2 carries over from Erdodak 1:

The food counter once again doesn’t work. You never have food, yet no one dies.

The visuals are yet again abysmal. I get that this was submitted to a game jam with the theme of low resolution, but there comes a point where the resolution is too low for what you are trying to do. The guide becomes a necessity to understand most of the game, as the low resolution makes everything from text to icons consist to at maximum 7 pixels, making them unreadable and losing their meaning.

Zooming is once again one of the worst parts of the game and part of the reason that I didn’t even want to touch the game and is part of the reason why I only played for under an hour. Zooming in and out once again changes the visuals of the game, making buildings look good up close, but an unrecognizable blob of 6 pixels while fully zoomed out. The mouse becoming incredibly inaccurate at all but one zoom distance forces you to play at that zoom ( luckily it was a wider zoom this time than the close up zoom that you needed for your mouse to be accurate in Erdodak 1). In a game where resources can be permanently removed due to a misclick this is a damaging system. Moving your camera while zoomed out once again causes the textures of buildings to switch rapidly. The worst case of this is moving your camera up and down while viewing farmland. The insane flickers are headache inducing and forced me to put all my farmland in a corner of the map, so I wouldn’t have to be subjected to that pain.

The ui once again does not help the abysmal zoom control. Your ui blocks a large portion of the game, which is fine, but makes the game claustrophobic, when zooming out to far turns the entire screen into a headache inducing blur. Your camera movement is also restricted at the edges of the map, causing some land to be interactable due to the ui covering it.

The game is once again unbeatable, though I think that this is intentional this time, or a bug from the first game, that wasn’t visible in that game, as it was unbeatable in a different way. In Erdodak 1, you couldn’t complete the objectives of buying all land or increasing reputation with the empire. In Erdodak 2 you can buy all the land, yet you don’t win or obtain anything by doing this. Buying all land is also extremely easy so it would be a short game, if you could win that easily. 

Due to being able to place the tavern in this game, you can hire adventurers to do quests. In Erdodak 1 completing quests for the Empire would have gained you reputation with them, leading to a victory at 100 reputation, though gaining reputation was not possible. The reputation System does not seem to exist in Erdodak 2, in fact the doesn’t seem to be any System to win in Erdodak 2. Since building a stable city is easy and since there is not much to due, the game has nothing to offer after half an hour of gameplay, and even that is being generous.

Erdodak 2 also however also introduces a new bug (I think. May be wrong though) of bridges being unremovable, though since harbors are gone this doesn’t matter. 

It does however also fix some things:

the year counter now works

merchant trades work, and are really as busted as the first game, if they had worked there

taverns can be placed down

all land can be bought

all in all this game had nothing new to offer and feels like a copy paste with minimal effort put into improving small details of the game, without fixing some of the major problems of the first game or introducing new gameplay aspects.

oh my god what a game. the level is fine, but having to do it multiple times is not fun. why make every planet have the same level? it was such a slog to get through as the level is hard. also random space battles are a jarring experience and become super annoying. the ship controls being horrible doesnt help. the ship moves like a car, i.e. only turning in the direction that you move, while shooting out of the front. as running straight at your enemies is a great way to get killed this makes ship combat a horrible routine of circling the enemies and shooting, hoping that a shot connects.

also collecting all relics doesnt do anything. the game recognizes that you have all relics collected, but it doesnt let you win.

... what in the world is this??? its just a horrible version of fruit ninja.

great concept, poor execution. i can see the vision, but the "game" is just bad.

the technology, water, oxygen and mining buttons dont seem to do anything and there is only one planet so claim planet is useless. all you can do is consume planet and create armies. this means, that you just sit around, until you win, as you cant do anything else. 1000 years (or about 30 minutes irl, as one year is around two seconds) of sitting around is not very fun gameplay.

armies that you send into space also cant die. nothing happens after their hp reaches zero. 

i could see the game being a lot of fun. sending out armies to either plunder planets or to integrate them into a stable system, that allows you to cruise to victory. the races could play a key part in this, with some races destroying environments no matter what, forcing one to planet hop all the time, other races allowing for an equilibrium to be reached, allowing the buildup of a galactic empire of planets under ones control. then there could be more interesting objectives, than "survive 1000 years". the planet hopping race could be a race with a small population, little reach, so needing to travel to planets close by, with the goal of surviving for 100 years. the environmental race would be a fast growing race with technological advancements, focused on keeping planets stable, while bringing the entire galaxy under their control to win. 

but currently it is just no game. there is no explanation on what to do and there isnt anything to do, as the things that you are supposed to do dont work. this means, that there is nothing to do in the game. to win, all you do is leave the game running for 30 minutes and do something else, or have some fun making art with the armies in space. oh and also there is no way to win, or to lose. i waited for the counter to reach 1000 years and it just kept going. i converted my entire population into armies and didnt lose (maybe if they all die and there are no armies you lose, but that would take over ten hours and i doubt that anything would happen.) there is literally no game to be found here, just a concept.

fun game, but i can not figure out the shield. an enemy will kill me with 15hp and 25 shield, but i will survive with 0 shield and 5hp. the counter is bugged and hp and shield counters will go up after being attacked instead of down. for example at 5/5 i took a hit and it went to 10/5. taking another hit put it at 10/10 and i died... late combat requires trial and error to figure out when you will die and when you can attack, as the stats sure wont tell you.

also when jumping while triggering combat your game just buggs out, not letting you do anything, forcing a reset.

fun game. the lore isnt really great, the combat is a mess and the platforming is nothing to write home about, but i had a fun time.

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a decent demo. lots of nice mechanics, but it has some issues:

seeds grow instantly, no z required 

z to change day doesnt do anything and caps out at multiples of 5/1 days. then you need to wait for natural time to pass a day for z to work again.

seeds are placed poorly and so will sometimes get placed next to the plot, which also makes the harvester not destroy the plot, as the game will only delete plots with seeds on them and the seeds are placed so far off of the plot, that the seeds are not recognized as being on the plot.

the funds system is broken. all it does is funds = crops x 2, which makes progress impossible. it should be funds = funds + crops x 2. currently you can delete all progress by selling twice, putting your funds at 0.

rmb does not work for hats. you need to click to equip them. also they show behind your character, obscuring most hats and making the glasses impossible to see.

the inventory menu stops time, but also stops movement, except for in your delivery car, where you can still move while time is frozen.


all in all a good demo. lots of fun aspects. not functional as a game, but a good showcase of game mechanics.

did you figure out how to make money, because i cant figure it out?

very fun game, though it has a lot of problems: 

the food counter doesnt work. the death counter is probably the only indicator, that you have too little food, though idk if it works, as it never changed from 0.

zooming out to the max makes the cursor extremely inaccurate, zooming out fully and moving around is disorientating and hurt my eyes, as textures are constantly changing, which causes the screen to flash extremely.

the ui makes some land completely uninteractable or very hard to interact with. being zoomed out fully also doesnt allow you to see land at the edge of the map.

the year count doesnt work.

merchant trades dont work and would be extremely busted if they did, as i have seen trades for over 20.000 gold for not too many resources.

after buying land, the unlock screen still gives you the option to buy, even though it doesnt work anymore. you can also only buy the land to the north and south and nothing else, making the land ending impossible.

the tavern doesnt seem to work, as i cant place it down, no matter what. this locks me out of the reputation ending, as i cant get reputation without adventurers.

due to being unable to buy all land and unable to gain reputation, it is impossible to win...LOL.

overall a fun experience. the manual was kind of required due to the graphics making it impossible to read text or to recognize images, though once i got the hang of things, it was a fun time. realizing, that i couldnt get more land and had already used my three chunks to the fullest and that the game was unbeatable did leave me unsatisfied though.

this game is so amazing. its a real step up from the past games. especially the music was fantastic.

i love the fact that there are three endings, even if ending A seems to be bugged. i did hang up all paintings, did every quest and collected 522 orbs, which is the max that i could find, however i only got ending C. i would love to see what ending A is, but no one can seem to get it to work, which is sad, as ending A seems like the best ending, as you resolve the conflict of the ownership of the tavern.

cool game with a great concept, just sad, that trick or treating is broken. videos of this game are already rare and all that i saw couldnt open the doors. would love to see how a core mechanic of the game was supposed to work.