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Rand
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Really great, simple game. Definitely had some trouble until I switched to mouse and got my sensitivity figured out lol. Maybe I just didn't make it far enough to see more of the effects, but definitely felt it could have gone juuuust a little further early on, since plenty of brick breaker type games implement similar upgrades. But overall really solid game, great job.
Thanks for playing! Yeah I ended up switching the attack from a keyboard bind to the mouse honestly because it felt more natural to keep my hand on the mouse while we were developing, but I definitely thought it could be confusing leaving it like that as there would be an assumption by players that you have some directional capabilities with it. You can technically use a gamepad instead, which is more intuitive, but I haven't tested in webgl lol. Anyway, appreciate the feedback!
Hey thanks for playing! Super appreciate the feedback. Unfortunately we ran into some bugs with the rule system, but essentially as the run progresses a rule is spawned (first one at ~60s) which limits an ability. If you keep breaking the law you summon a strong enemy and if you kill him the law goes away. We had to cut the boss at the end of the run, but you'd be incentivized to break them to make the boss easier. But yeah, we just didn't get the system working well in time, and with the enemy issue most players stop after like a minute of gameplay lol.
Ah thanks for the reminder on the fullscreen button. As for the jump height, that's a bit of an oversight of the level design. You can get higher jumps and double, triple, etc. jumps on level up if you roll one of those buffs, but we'll probably be updating the map a bit so you can get up without those in our update today to address some other bugs (including getting the music working).
Thanks for playing, super appreciate the feedback!
Nice work! It really felt like you had something to say with this. I think the gameplay was a little clunky at times, and there were definitely some unfinished elements (what was up with the package?? lol). Loved the overall aesthetics. But ultimately, the main thing you focused on was narrative, which, while clunky in its execution, had heart and I enjoyed it.
Man I thought this was a pretty cool idea, loved the visuals and the audio selections were good and well implemented, but I encountered a bug where a big UI component was obscuring most of the screen. Still gave it the old college try, but between that and the controls being a liiiittle clunky I didn't end up making it very far. Really solid attempt though! Definitely feels like it would be a really fun roguelike with some of the edges rounded out.
Yo really fun little game! Love that you had a full intro. The interplay of avoiding the frog and running the corn was super fun, the controls felt fluid and solid. Feels like it's primed for more random stuff to get in your way as you progress. I felt like the demon rat mechanic was a little more obtuse, but i get what you were going for. Overall really fun idea!
Loved the art and overall ambience! I also love the concept with the staple gun. I *did* get stuck in the starting room for a while because I shot some staples that affixed themselves in the doorway lol. And that experience communicated to me that I'd be able to shoot staples into anything, so it was a bit rough until I shot the lights. But, overall, a fun experience!
Hey thanks for the kind words and the feedback! Glad you had a good time.
We definitely deliberated about the rolling movement quite a bit, initially it was much faster, but we ended up nerfing it to focus on the rocket movement, and basically went in the direction of a sort of misdirect with those curve sections as you pretty much guessed. But yeah, I definitely think we could've communicated that (and some other things probably) to the player much more deliberately, maybe with more tutorial-esque problems to teach the player early on or something. Anyway, great insight! Appreciate you taking the time!
Really cool idea! Even though it's maybe not strictly a Foddian game in the sense many people often think of it, I do feel like it's a really interesting (and frustrating!) puzzler! Took me just over 20min to beat, and in that time there was some solid evolution of difficulty as I got a handle on the controls, with maybe only a couple exceptions, but I was almost always really engaged. Also the entire presentation was super solid. Visuals and audio were both really nice. Great job!
Really interesting concept! I liked a lot of the execution. I would echo some of the feedback regarding the seeming randomness of the player's facing, which could feel a bit (too) tedious. But overall, a really fun movement concept, and I was really impressed the way it still feels very Foddian despite having such a unique system!
Thanks for playing! Binding of Isaac was definitely an inspiration. But yes, we super ran out of time when it came to the audio unfortunately, so I appreciate the feedback there!
That's a pretty rough bug, im sorry you encountered that. I haven't come across that one myself, but I'll have to look into the pizza weapon a bit more.
Thanks again for playing!
This was great! Really loved the art, the music was solid, sound design was really impressive. I also thought the design and gameplay were a lot of fun. I think the aiming system could use a bit of tweaking to help remove some of the very fine mouse movements required at certain angles, but in any case I could totally see myself playing a much longer version of this game. Great job!








