Cool game!I especially like the victory dances. They make me giggle hehe.
Rice Quedamos
Creator of
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A lot of fun! I love the abstract art style for this game, and the effects, and the UI too. It has a very cohesive look. In graphic design they call that unity (I think). This game is super polished too. It has a nice variety of enemy types, and a variety of power ups. I think I have two criticisms for this game, but they might be good. I kept spamming the shift button at the beginning of each run because I found it more comfortable to play with the camera zoomed out; I might be the only one, but I kinda think that the camera should start in the zoomed-out position. I also would be in a hurry to jump back into a new run, and I felt like this game would benefit from how Hotline, or Celeste let you jump back in instantly.
Wow, super fun! I really thought a flappy bird game with guns wasn't going to work when I first saw it, but it did. I think it was a great choice to have the bird warp from the top to the bottom of the screen and vice versa. It works like a dodge even though you can only use one button. Reminds me of Flappy Bird, but also reminds me a bit of Cuphead too. My only issue is that the screen did not seem to fit correctly, I couldn't read the text in the main menu or on the top of the leaderboard.
Thanks for playing, and thanks for your suggestion, a! I will keep it in mind if I keep working on this game, and for my other games. But I also want to explain my thought process about the doubling points for exits, and the points. I think that depending on the player it could incentivize players to play in different ways. You could head straight for the exit if you already know where it is, and double your score or you could hang around in the level a little longer to get more points, and take your chances trying to make it to the exit with a sprite that is moving super fast. It adds risk, and reward in a very simple way. I also had the coins all over the maze because I wanted to give some indication to the player what corridors they already went(gone) down, so they are not only there for score they are also a fog of war.
I knew this would be good when I heard the Stevie Wonder song, "Superstion" (or a sound-alike). The story and the art are really good. Your main mechanic seems like it would be a fun and interesting way to move around a level. In my opinion, as a person who does not play many physics platformers, I think that it could be tuned to be even more fun. It seems sorta unwieldy, and tedious when you can't predict where your character will go.
There is a lot of cool stuff about this game. I really like that you can start a new run instantly when you crash, and the snow on the UI is a nice touch. The controls seemed very responsive, so it did not feel unfair when I died. The only criticism I can think of is that some of the obstacles are too close together, but I could just be trying to make it easier on myself.
Pretty fun! I really like how much effort you put into the lore, and a cutscene. It is also cool how different sludges give you different powers. It seems like you could do a lot with that mechanic. My criticism would be that Harold moves too fast(maybe it depends on your machine?), and it made him feel like he was too big for the stage.
This game has a lot of personality. It's so cool how the blue balls expression changes, and the level art is also very good. I really would have liked to keep playing to see the rest, but I could not figure out the climbing controls. I got the first hat, which made me giggle when I saw the blue ball wearing cowboy boots. Nice job!