Really impressive game. The visuals are very good, the level is quite long considering the development time, and the sound effects that are in the game are nice. The gameplay is overall solid, sometimes I got a bit stuck in sloped surface and clipped through the jump-through platforms, but nothing that breaks the game. I wish there was a sound effect or visual effect to confirm that I activated a new checkpoint. The concept is quite creative and the gameplay is good and surprisingly long- very good game!
Prinzherbert
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Very good game. The visuals are very good for a 3 hour project. The audio is also quite good. The gameplay is fun, and works really well. I wish the camera reached a bit further, as it's really hard to see the rocks underneath the character. I found it funny that you can dig upwards at the start, it's not useful or game-breaking but it's a funny glitch haha. I like that there's a timer. My time was 33 seconds! Good game.
Very good game made in 3 hours. The artstyle is cute, it works really well. The gameplay is very short and simple, but it works. The ground detection is very generous an allowed for some (probably unintended) clutch double jumps and wall climbs. Love that "His World" is playing in the background, lmao. There's no SFX though, it could really use a sound effect when taking damage. Overall, very impressive for a 3 hours project! Great job!
I really like the gameplay, even though the game was lagging it was still fun to think of how to survive the rain. I mostly bunkered myself, though that didn't work on the last levels haha. The visuals are nice too, though I think the color palette should give more contrast to the acid (I'm a bit colorblind, that may be the culprit too, idk). It was also a bit weird to place the dirt sometimes, so I had to faceplant it while placing it to form a wall.
I like the color chosen for the acid rain, and the spawn pattern is interesting too. It's really missing an objective, like a score system or survival mechanic, but that's probably because of the short time limit. It's interesting that you actually need to try and hit the raindrops instead of avoiding them.
The visuals and audio are quite good for the short amount of time. I don't really see how it fits the acid rain theme. The gameplay is interesting, but getting stuck on the tip of arrows is really annoying. I think an increased fall speed when holding downwards would also go a long way to add more depth to the gameplay. But overall it's fun to play.
I got 35 points. The hitbox for the rain feels a bit janky, I had no idea of when it was or wasn't hitting people. The movement of the crowd is really slow and uniform, and combined with the lack of any audio, it gets quite monotonous. It's a fun idea to have the player control the acid rain. The artstyle is quite nice too.
This game looks pretty, I like the visuals. The sounds and music also fit really well. The gameplay is straightforward, but also quite simple, I think the difficulty should ramp up the longer you survive. Really good and solid overall. And her umbrella seems to be useless, how unfortunate!
(also you should increase the frame resolution here on itch, my fullscreen isn't working but when I set it to 1920x1080 it worked perfectly.)
I love the controls of this one, the way you have to turn and accelerate. It's challenging to keep the settlements alive, but it's fun to weave through the rain. The visuals are consistent and charming, and the SFX fit quite well with the game. Only slightly above the time limit, but making this in 3h32min is really impressive.
Cool movement, but it can get hectic due to the speed you can get and the infinite terrain. The damage is a bit chaotic too, it's hard to consciously dodge instead of just blasting off to some random direction. Dash didn't seem to work. Visuals are cool, SFX are satisfying, music fits nicely. It's cool that there's a level and difficulty selector. Over the time limit, but it's very much playable and quite satisfying overall.
The lack of visuals for the rain and the gun really affect the clarity of the theme and the gameplay here. The music works fine for the game. It's impressive how there's multiple paths, and even though the visuals are simple, it was always visually clear to me what I had to do next. I liked the little plotline with the NPCs. It's nice that dying doesn't reset the whole thing - even though I died in the radiation room, I didn't need to go talk to the NPCs again.
Plays nicely, has some annoying bugs. Sometimes the jump glitches out and it's possible to get stuck inside of spawning platforms. Disregarding this, the gameplay feels good. Visuals are nice. There's music but no sound effects. Quite impressive considering the dev time was only half of the three hours limit.
This is incredibly polished and VERY fun! The gameplay is incredibly fun, and the theme is perfectly implemented as an essential aspect of it. Movement is very fluid and responsive, the only thing I don't like about it is how the dimension shift is mapped to the middle button, it'd be nice to have it mapped to a keyboard key as well. Difficulty is on point, it's not too hard if you hit and run but you can also destroy the enemies very fast if you have some good evasive maneuvers. Art is very nice and everything fits together, though the UI could be improved a bit. The story is a pretty nice addition as well, with a surprising amount of characters and well-written dialogue. Overall, this is an incredible experience and a very strong contender in my opinion. I'd definitely play a longer version of this, amazing job!
Nice concept. The art, sound effects and music are nice and fit very well with each other. Could have implemented the theme a bit more clearly though. I think there are two main problems with the gameplay, those being the lack of a score system and how chaotic the colors of the bullets are. Score is very important for a game like this, currently I have no sense of progression whatsoever. The color mechanic isn't very relevant because of how unpredictable the colors are and how many are available. Color patterns per enemy, color "parry" VFX/SFX and extra score for "parrying" bullets are a few suggestion I have for improving that mechanic. The gameplay is already fun as it stands though, good job!
I like this, it's very addicting and plays like a more upgrade-oriented Vampire Survivors, the progression is very satisfying. I think the theme could be executed a little better, like switching dimensions during a run instead of randomizing it only on each new run. Sound effects and death/hit visual effects would also go a long way in making the gameplay more satisfying. The art is nice, but the colors in some levels may be very tiring for the eyes, they can be way too bright. With a few tweaks, I feel like I could play this for hours on end, great job!
That's a very good execution for a game based on fetch quests, it was surprisingly fun. Sometimes it's not too clear who you need to give the item to, but it makes sense most of the time. The characters have personality, I liked that a lot. Level design was very good as well. It's nice to see a story-driven game like this, great job!