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rather_tired

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6
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A member registered Jun 06, 2020 · View creator page →

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I’m glad you enjoyed the game! Based on what you said, I should adjust the enemy damage to increase a bit more each round. Multi shot plus explosion is so much fun visually, makes you feel invincible.

Ok, this is great for brining awareness to why drink driving is so dangerous. 1000M  may not sound like a lot, but I barely made it past 200m (to be fair, that box should have been cleaned up before I got there). Really simple and great game. I feel like the distance to travel might be a bit excessive, but I am sure it feels like an accomplishment to get home.

Is that a JoJo reference? (No it isn't, haven't seen the anime). I do agree that the bullet enemies could have used a bit more adjusting, get to many of them and... well, sorry about your luck. 

Thank you for playing! I am glad you enjoyed it!

I do agree I could have organized that room better, Maybe if I come back to the game I might add a shop into the area, or something to give it more reason to not level up and go straight to the next round. Thank you for playing!

I like the art style, very simple and nice. I felt like any of the movement options got me hit more often than they helped, but then again, not moving also got me hit. At some point it felt like there was nothing in my power to actively prevent what was bound to happen. I wonder if you could increase player interaction by allowing for players to click and shoot a specific enemy once a second or something as a panic strategy.

This was really fun! I got stuck on level 14, and then 15 felt like a breeze after it. I would have liked a speed up button of some sort, especially when retrying the part I had already gone through, but the narration was witty and great! good job!

I enjoyed the game, I was not prepared for circles after the artwork already given, but I really liked the towers. It felt like there was not enough currency given for each kill. I often got away with the same exact set up (two towers left and right, and a third at the bottom), only time I changed that was with the heavy towers, and even then it was to the left and right. I think that would improve with more enemy types and reason to put towers further from the source. Overall good concept!

The screen size did not scale properly so it was impossible to see the controls; I could loosely tell what the movement keys were, but the attack buttons were offscreen; lower "half-inch" or so was missing (about the knee height) and then about the same on either side of the screen. I think I would have had a better time if I knew the controls.

I like the concept, but I was really confused on what was going on. I got stuck at the 3rd for 4th level (opposition), and could not figure out what I was supposed to do. Pressing the advance key sometimes caused the timer to go down, and sometimes it didn't. I felt like more direction was needed. I really enjoyed the potential and concept tho.

This was so good! Boost, boost, boost! (Why is one character getting so buff in the back of this guard line, king? Wait, is that a sword! ONE SHOT!) It took me a while to realize each character had their own ability, and I wish I had known that option three for items was using all items in the list, not just the third item... poor character thought she was drinking a MP potion... drank the thorns too.

I think I understand what you are going for, like a civ-builder. I would have likely gotten into it more, but the font was nearly impossible to read on my screen. I tried resizing the screen multiple times to different sizes, and could not get the font to be legible enough to easily understand what was happening. Excellent concept! I just need more direction.

Really interesting interpretation of the theme; It makes me think a little bit of the mini game in Legend of Zelda: Link's awakening, but on a more chaotic level. I am not sure if I was pressing the wrong button, but the game seemed to either crash or not have a "return to menu" state after a game over. It would have been nice to have some sort of feed back (audio or visual) from getting hit; the player would flash as if damaged after collecting an item, so it was hard to tell if I had been hit by something.

Overall a solid execution of the theme and a good idea, Last level was a bit too difficult, have to make such a precise jump. The lasers must be excessively hot, get within two feet of them and you game over! (The collisions on the lasers sometimes felt borderline unfair)

It is a really cool idea, I had a problem on the first level where I would jump, but it would also count as a slide, so it would count as an incorrect note. immediately after a correct one. Overall good concept and interpretation of the theme!

That was a really good, short, experience! I struggled a little on the tree level trying to figure out what I needed to do. Had some difficulty with screen size where in full screen, some interactable objects were off screen and could not be seen.

Thank you for letting me know, I have corrected the error and double tested the game this time, it should work!

Thank you for letting me know, the error is now corrected! You should be able to play the game.

Apologies for the inconvenience, the game should work now.

It felt really nice to play, and it was helpful to have the snap-to-grid function, but I wash I could have seen the grid and how many blocks each item took up. Fishing pole was misleading in how much space.

This was a really concept, but the controls made it difficult. I found it awkward to use the mouse button to fire, especially with that fire being not mouse directional, but instead based on player position. It was amazing that the player firing moved the box around, but that made it very difficult to move the box down, because it took an extra jump and sticking to the top of the box. I think if I hadn't felt frustrated by the controls, I would have kept playing and trying to get better. Artwork was really cool!

This reminds me of "Penguin Learns to fly" (which makes me feel a little old now...), I had a lot of enjoyment when playing, but I found it hard to control the boost and jump because they were tied to the same button, even though it kept controls simple. I do like collecting yarn as a currency, but feel like the player should be rewarded for getting a personal best distance, or even just some amount of distance.

That was a really cool way to tell a story, I was a fan of the artwork and how it appeared to be hand-drawn. The mouse cursor felt almost too floaty for me, but all the small minigames were interesting and relevant.

I really loved the art style, it was so pretty! I felt out of control for most of the game, and was never really sure if my actions had any sort of impact on the movement of the air balloon.

I like the lighting effects a lot, makes it very atmospheric. The acceleration can make the jump seem almost impossible because your momentum keeps you sliding and right off the edge.

I had a lot of fun with the game, but often was unsure of what my hit box actually was, and what dangers would hit the hook, or when they would hit the rope.

It sometimes felt like there was not enough tape to make it to the end of the level, but I enjoyed the music and game play none the less

I really liked the idea of it, and had fun trying to use the slow down to make it easier, only to then speed up and fly into the void without expecting too... Great game!

I had a lot of fun trying to get as far as I can! sometimes the random placement of the darker spaces felt unfair(right under spawn causing an immediate respawn), but otherwise It was a little burst of fun!