This was very fun! Don't know if the red thingies popping up indicate mistakes, but it showed me 0 errors with 52 average WPM.
One thing about the font: lowercase o and lowercase a look way too similar.
Qwarith
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I like this game.
I think camera should more focus on where i'm going.
After first death restart, the length stops increasing.
The gun sprites rotate incorrectly when going horizontally, i think.
Enemies sometimes spawn with and gain absurd speed.
Enemy spawn is conconsistent; 1-2 enemies on screen followed by a sudden 20 speedy enemy spawn.
I think the enemies should spawn farther from the player.
AND/OR regen feels too slow with how randomly you can take damage.
Space has some weird cooldown while UP arrow key does the same thing with no cooldown. Also would be nice if you could hold UP arrow key and not spam it, just like the LEFT/RIGHT arrow keys.
The oxygen tank hitbox is uncomfortably small.
I wish there was an easy/god mode or checkpoints so i could see all the game. Didn't get past the first spikes.
Really polished sokoban, i really like it.
Though on the last level, if you press buttons in clockwise order (so left -> top-left -> top) and make the 1st dude just push the crown to the right for, like, 10 turns, then when pressing the top button on the 4th dude, the 1st dude just won't appear.
It doesn't happen if you press the buttons in counter-clockwise order though, 1st dude appears and pushes the crown to the exit if you go for the left button last.
This is torture, i really feel like that one servant tasked with arranging utensils
[-] Arrangements are hard-coded, seemingly valid arrangements result in full miss
[+] Arrangements are hard-coded, you can bruteforce solutions by putting utensils one by one (used that on the last level, stuck there for full 10 minutes)
I didn't get what does "counterpart" mean in the last level.
Also that global rule about meat utensils being between salad and fish ones. I thought it meant that meat each utensil should have 1+ salad utensil from one side and 1+ fish utensil from other side, so FISH - MEAT - SALAD - FISH - MEAT - SALAD would be valid. Looking at the solution... I don't know?
Also the slots area where you place the utensils is very, very small.
Overall very original idea, just like "A little to the left" but with a 4 pound rulebook.
I like this game.
I didn't expect i'd jitter click the right and down arrow keys in a coding game.
While this game is very original and well made, it has some problems:
- Home and End (go to first / last slot in the line) and Ctrl+End (go to last slot in the file) support would be nice.
- ^ Though i imagine 60%/75% keyboard users would also need key remapping.
- Why are tabs separate caret slots?
- Correction menu would use some cycling, so pressing UP on the first option would go to the last option.
- Easy mode option resets after each fail. I think it should reset only at the start of new level.
- (minor) Would be nice if console scrolled to the current interpreter line when it throws error if it doesn't happen onscreen.
- Moving caret vertically while on the last slot in the line works inconsistently. Sometimes it goes to the last slot and sometimes it doesn't (last level lines 10 -> 11).
- Trying to use 'fallback!' in the last level feels awful because you have to scroll all the way down to the loop function for one and only empty caret slot. Like, why can't i replace the comment after the loop function? (Now when i think about it, you could maybe put 'fallback!' directly after the id > 0 if statement but i'm not sure)
- ^ Which leads to: you can't say what tokens are replacable and what are not just by looking.
Overall a good prototype.
Awesome, very polished game, completed easy and normal mode. That's cool there are tricks you can utilize, like throwing the wrench between two lanes or using the storm end to kill all enemies.
The hard difficulty is where lightning RNG really hits hard. My best is third storm.
Realizing that you can just stomp on slimes is really a gamechanger.
Great job!
Actually very-very cool.
Completed the game 3 times: with x8 damage, with ~100% stun and speed/hp only
1) x2 damage is OP when you have a gun
2) Roundhouse kick is a really fun mechanic to take out crowds, some invul during it would come in handy.
3) Speed/HP only was the pacifist run. +50HP sounds cool but really you never drop below 50%.
I would say stun duration is the least useful one there
Morning visual effect + music gives off hotline miami vibes tbh. Pixel italic font looks PERFECT
Great job!
As a precision playformer enjoyer, i didn't enjoy this one
The lack of view hits hard, every jump on the upward section with springs feels like luck, i have no idea where is the next or previous platform is past first two.
No checkpoints also makes the whole level 2x more frustrating to retry.
The visual looks fine tho


