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RICEDUST

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A member registered Feb 03, 2022 · View creator page →

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I really enjoyed my playthrough of the game. Every dialogue and interactions seems very intentional and every NPC does a good job of guiding me to the next location. The character does feel a tad bit fast, but I have to admit it did make it much easier to get around and look for items-maybe I've got bionic legs?

I also thought the change of music on entering different locations really helped me to mentally distinguish and remember the various locations. I was pleasantly surprised to discover that there was an inventory and map, which I appreciated considering that each floor is quite vast. 

I do want to point out one bug where I accidentally pressed E too many times while entering the elevator and ended up in a black screen that took a bit of button mashing to undo.

Overall, exploring the dilemma of Roko's Basilisk from the perspective of someone working for a company that is actually building it, and would benefit from it, is a great idea. The game definitely leans in favor of spelling out every last detail to the player and explaining everything that's going on. That made every task pretty straightforward, but in some cases, a bit of subtlety/mystery might have added intrigue and allowed opportunities to figure out things on my own.

Sidenote: I want to dispute the fact that the ending I got was the "bad ending." Being coddled by an AI overlord for the rest of my life sounds pretty neat :)

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This game had me invested from the beginning to the end. It has that Getting Over It game loop but feels much less frustrating in my opinion and reminds me a lot of Doodle Jump. I enjoyed the fun theme and music. The sense of progression is very strong, and kept me going even after falling all the way back down multiple times. The change of scenery and lower gravity feels like a reward for getting further each time. The slight sliding of the bunny caught me off guard at first but it added another challenge to controlling the bunny after landing on a platform. I think the one change I would make is to better separate the background from the platforms, because some parts of the space background are quite vibrant and tricked me into thinking they were solid.

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The game feels good to play. The particles, sounds, and small details all increase the sensation of spellcasting. The music is really charming, and I think a great example of how music can completely transform the entire atmosphere of the game. On the visual side, the color choices, light rays, and setting is easy on the eyes and has a dreamy, hazy look. The passive spells and the blue shard that arcs around the player is a very satisfying visual effect and makes me curious how it was done. Since the default spell is only really good at dealing with single enemies, I like how the right-click spell deals specifically with larger groups.

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The rising platforms mechanic is actually pretty fun, especially how it forces you to make quick decisions about where to move next. There were times where I was barely able to squeeze out of a bad spot, which I definitely owe to the hit boxes being slightly forgiving. The character is fun and simple. There's a few suggestions I might make:

  • reducing the number of lives. Since I'm able to gain them back so quickly, I feel the game could offer more of a challenge if the player had less lives to work with.
  • finding a way to address "impossible situations". Maybe a jump, which would add an extra challenge of not hitting the ceiling and allow a way out of those impossible situations if the player is nimble enough

The game is pretty mechanically polished. The platforming movement feels really solid, like I'm in perfect control of where I'm going both on the ground and in the air and that makes the player feel really good to interact with. I like that I can slightly bump into the side of the platform but still make it on.  The visual trail on the player also helped me get a better sense of my speed. The one issue I was having was the moving platform, which added a lot of friction and made it so that I was never able to gain enough speed to clear the jump and claim the star.

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It's a nice, chill arcade game, my best time was 2 min. I like that the hit boxes are somewhat lenient and there's plenty of room on the screen to anticipate oncoming obstacles from the right. The car animation is a nice touch, it adds a sense of rhythm and seems to bob with the music. Speaking of the music, I think it's a good fit for the game!

Sweet! I enjoyed the color palette and strange symbols (an occult Sierpinski triangle?) scattered throughout the world. The puzzle was reasonably difficult, enough to feel a sense of achievement when you finally solve it. It reminds me a lot of Lavender Town with a sprinkle of analog horror. There is a certain strangeness and liminality to the game; the NPCs, ironically, are a constant reminder that you're playing alone and, for some reason, they all want you to 'show them something...'

My favorite part is when Whoop Man said it's Whoopin' time and Whooped all over the place

Hi cuttleshock, thanks for checking out the demo - I've run into this predicament several times as well. We're still finding ways to balance the game, perhaps by tinkering the rook's cooldown. Thanks for pointing it out!

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Hi, thanks for playing the game and leaving a comment!

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Hi maladroit, thanks so much for the detailed and insightful feedback, you made some really great points and we'll try our best to address all of these issues in our full release. We were working on a system to highlight enemies to show their attack squares as you mentioned, but did not have it ready for the demo. We are also thinking of ways to make it easier to visualize square colors and the surroundings. Thanks for playing!

Thank you :)

Hi, I'm really glad to hear that you found the project meaningful. I did spend a good deal of time on the news ticker system and doing some world-building through the headlines, so it's good to know that it did not go unnoticed. Thank you for your thoughts, I enjoyed reading them!

Hey, I'm glad you liked it and thanks for leaving a comment. This is my first game so I really appreciate the input. I currently do not have plans to update it, but I may revisit it someday when I am armed with more experience and ideas. Thanks again for trying out my game :)