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Rawksan

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A member registered Jul 23, 2016 · View creator page →

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Limiting the time of a possession is a really really good idea. I dummied this up really quick and it feels a LOT more interesting to play. Awesome feedback, thanks so much! 

 

Ha. It definitely is... that is a mystery I will solve at a later date >.< 

Thanks for playing and for the kind words!  

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This is my favorite game of the Jam so far. Absolutely loved the art style. It's kind of amazing how much leverage you got out of a handful of primitives! There's an incredible amount really great feedback throughout the experience, from the little numbers above the atoms, to the sfx cues, to the running commentary throughout.

This is great! I'd play 100 more levels and I hope you continue to work on it :) 

I think this is a clever interpretation of the theme. Super smart use of color: I love that the objective icon mirrors the in-world landmarks/progress bars. One of the coolest things about this game is the amount of implied narrative. When I came across a small crowd in a wooded area in the first level my mind immediately began to piece together who these people were.

Honestly, I think with the two colors of crowds, the main objective being to capture landmarks, and the title "Manifesto" you don't really need to additional descriptions to explicitly tell the player what each of these elements represent.  This is maybe just a personal preference, but I think there's an opportunity to draw people in by leaving some gaps and allowing the player to wonder. 

Very cool, and nice job :) 

This was a lot more challenging than I thought it would be at first blush. I liked how the levels gradually introduced concepts that built on each other. Sound design is minimal but effective. Pretty impressive for the time frame! 

Great presentation, the art is very consistent. For those having difficulty with the controls, I 100% recommend plugging in a gamepad (my enjoyment level increased increased dramatically after I did).

One thing to consider is having a slightly gentler difficulty curve by having the ball follow you slowly in the beginning, then faster as you pick up orbs. Also I think it might be nice to have the player respawn move to a little further into the level with each orb collected. Getting reset all the way to the beginning when you're on orb 3 is a little brutal. 

The only place where thought the game was a little too punishing (like in an unfair way) was in the 3rd orb room. The height of the wall jump is just a little hard to nail and the margin of error is so so small. I think lowering the wall here a fraction would dramatically improve the feel of this obstacle. 


Super impressive overall! 

This was super well-conceived! Love that there was a tutorial, that made it feel like a really polished experience. The minimal art is very attractive and the solid CHUNCK sound when elements attached themselves to your craft was very satisfyingly. 

I think if I continued to play for long enough I might have eventually become more comfortable with the controls, but as a new player I found the double arrow scheme of moving with WASD and rotating with the arrows a little challenging (kinda like patting your head and rubbing your tummy lol ). I feel like this game would work really well with aiming being handled with  a reticle controlled by the mouse. 

Awesome! Thanks for playing :) 

Thanks for playing! I think the "same but bigger" feedback smart and spot on. I did a little testing just now and I think a really simple improvement would be to have the spider form move at 1/2 speed of the human host. There's a little more tension of losing ground when you're a spider and gaining it back when you're a human host.

Lol I definitely did a head tilt when I saw the file size. That'll teach me to build once, 30 minutes before submission :P 

Great feedback on pulling the camera out on a jump, thanks! 

Victorian Mystery Cats! What's not to like :)

Finish working on this, guys!