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polygonalcube

114
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A member registered Jan 19, 2022 · View creator page →

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The game crashed for me on the second level.

Really cool concept & tech! I imagine the procedural mesh generation wasn’t easy, but I respect the ambition. Can’t wait for the video!

Also I concur with Noah67: this game is tough (but I like it).

Was not expecting to have so much fun with this one!

Great choice of music & interesting concept.

Score 140! Interesting take on “LOOP”. Not sure what’s to stop the player from flying in the same circle over and over again though.

The browser page was broken for me. The window size was incorrect & there was no fullscreen option.

Very interesting graphics! I got stuck at the maze portion, unsure of how to make progress. I’d be interested in exploring a more complete version of the game.

Very good game. Some mind stumpers too (especially “snake”).

That seems like the right call.

A very cool take on Snake! Interesting that you can turn 180 degrees instantly though.

Nice! Very excited about the Linux build as a user myself. I’ve made a few Godot game, & I know that creating MacOS builds can be a bit funny sometimes. At least for me though, the web build was just fine.

You didn’t mention difficulty at all, but I’d consider either increasing the difficulty or adding a higher difficulty selection. That can add a lot of longevity to a game.

Fun little game. Your music is spectacular as always. I think a higher difficulty option with more enemies & less health could be cool. This was made using Godot, so is there any possibility of MacOS & Linux builds, as well as controller support?

Overall good. I’m still excited for the eventual full release, but I’d like to comment on a few things.

The art, though charming in its own way, is definitely a downgrade compared to the previous iteration. The best of both worlds would be the use of color present in the new (darker, less saturated palette with bright & saturated player, enemies, & projectiles), with the detail & fidelity of the old, though I’m guessing the change was made mainly due to time?

The difficulty should definitely be raised. If aiming is going to see less emphasis, then more emphasis should be put on dodging. As is, it just feels like aiming was removed, but no compensation was made in other areas. This game should lean more into bullet hell than it currently does, with most, if not all, enemies having a projectile. As is, the game very often feels like waiting for the enemies to die, rather than frantically dashing all over the place, trying to find safe spots, which I believe is the intended play experience.

Nice! Just played it again. The game’s come a long way in a little over a year. You’ve got yourself a wishlist!

So cool to see this get released! Any chance of a Linux build?

Hello! Commenting here, ‘cause I didn’t participate in the playtest. Great job! I like the improvements made. The only odd thing is that I got the good ending that references the fox’s advice before I even talked to the fox. Perhaps make it so that the rose only appears after talking to the fox?

Hello! Just giving my thoughts here, ‘cause I didn’t participate in the playtests. I like the new additions made to the game. This isn’t at all necessary, but one thing I’d consider adding is an interruptible jump, where you can let go of the jump button to fall earlier. Besides that, great job!

I think the zoom should be fixed now. Also, the game’s not a platformer, but I don’t blame you for thinking so. It’s much closer to Flappy Bird.

An interesting control as challenge game. Gives off some Getting Over It vibes. Well done!

Played before video release gang.

Linux version? Also, how is the game progressing?

Thank you!

Thank you!

Very cool idea and great execution!

Thank you for seeing it to the end!

Good luck to you as well!

Immensely creative idea and astounding presentation! The gameplay itself is somewhat unclear in the beginning and gets repetitive quickly.

Cool idea, but it gets a bit trivial when you realize you can just spawn asteroids in front of the player ship with no consequence.

Like the idea, but it crashed on me.

Thank you for the critique! We actually considered removing walking altogether, but struggled to figured out how that would work.

Always good to see Godot get used in jams. Was expecting to be playing as the treasure chest, but playing as the map is more original. The adventurers are a bit too aimless, causing long periods of time when nothing happens. Still a good idea!

Fair critiques all around. It's not impossible to make it past that section without attacks, but it is very difficult, and I don't blame you for thinking it was impossible. In retrospect, wall jump probably should've been a separate button, but I figured we were already asking the player to remember a lot of buttons and wanted to simplify things a bit.

It actually is possible to make it past that section without any attacks, but I made it way too difficult to do so. The idea was that it would incentivize players to keep the ground pound. I don't blame you for thinking it was impossible. Definitely should've raised the ceiling up.

Good points on the deceleration and wall jump height as well.

Also, don't worry about sounding too negative. It's critiques like this that make games better!

It becomes a lot to manage in the later levels, but I enjoyed the concept of controlling the towers themselves. The game clearly has lots of polish.

Very cool idea! I like the cutscene and spider animations. There are occasional bits of slow down, but nothing major. I feel like the book section require a bit too much memorization to clear.

Quite addicting (at least for me), and you really nailed the level clear screen! I feel like level 2 is the toughest of the bunch, but besides that, good job.

Thank you for the critique! Yeah, we wanted to give the player a lot of options for how to use abilities, but lost track of the keybinds ourselves. Glad to see that you enjoyed the idea!

The Linux version is much appreciated!

I'm not sure how this game is meant to be played, but there seems to be no punishment for tip-toeing through each level to never launch passengers and get a max score. It's a very optimal strategy, which is a shame because it's not a very fun strategy. I don't know how I feel about fun equating to high risk, low reward, meanwhile safety and assured victory is low risk, high reward. That seems backwards.