So much fun! Top non-dev on the leaderboard with 274.54 — beat that if you can!
Ruby Ursus
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This was a really fun game! The background music is fantastic and adds a lot to the overall atmosphere. The game was quite challenging, but I managed to beat all the levels!
I did find that the first level started a bit suddenly. I would have liked a moment to get familiar with the controls and move around before the wizard started attacking. Maybe you could add a trigger in a specific area to activate the wizard’s movement. However, this was just a minor issue, especially since restarting was so quick and easy.
I loved the idea of hiding in the boxes, it’s a fantastic feature! Unfortunately, the fast-paced gameplay didn’t leave many opportunities to make use of it.
Overall, a really well-made and enjoyable game. Great work!
I absolutely loved the retro visuals, and the time travel mechanic was such an innovative twist for a puzzle game! I think I managed to read all the books before accidentally breaking the game by triggering time travel at the wrong moment, which forced me to restart 😭. Despite that, I really enjoyed the experience. Fantastic work!
Secrets of the Secret Lunar Station was created by a team of seven game development students from AhlmanEdu. What do you think of the summertime view from my classroom window? I'll check your game!
I really enjoyed this game, it made me want to explore even more! The bow animation was really cool and felt great to use! There are just a few quality-of-life improvements I’d suggest. I’m often too lazy to read text properly, so having a skip option would be a nice addition. It also felt a bit odd that you could move around but couldn’t interact while text was on screen. Displaying the enemy’s HP would be a helpful addition as well. Personally, I’d prefer if interaction was mapped to the E key and shooting to the spacebar. These are all very small things, so amazing work overall!
Great feedback, thank you so much! It’s really encouraging to hear positive comments on those key elements. Looking back, we definitely should’ve added a clearer damage indicator. It wouldn’t even have been that big of a task. Adding a growl sound for enemies spawning behind you is such a great point too, definitely something we’ll prioritize next time. I totally agree about the backtracking; I’ll need to dig deeper into ways to improve that. Thanks again for your detailed feedback, it truly helps us grow as developers!
Thanks so much for playing! 😊 Super happy to hear the monster gave you a good scare, mission accomplished! 👻 I totally get your point about the difficulty. Balancing is definitely something we'd refine with more time. Really glad you enjoyed the rewind mechanic, it was a blast to implement! Wish we could’ve explored its potential even more, but there’s always room for growth in the future.
Thanks for the feedback, glad you liked the gameplay! Playing with a trackpad sounds like a real challenge, props to you for getting far regardless! Happy to hear you enjoyed the art and audio, especially the scary aliens 👽. It means a lot!
I actually rated your game already, but didn't write comments for you yet! Will do that too!
I have to admit, I was skeptical when I first saw this game, but I'm glad I decided to give it a try! At first, I was simply enjoying escaping the surrounding darkness and rain to the Caribbean. Just chilling and fishing! But then pirates showed up!? And a giant squid!? Thank God I got Alice back to safety. What an adventure!
Thank you for the feedback! I’m glad you enjoyed the movement and the laser gun! I’m the same way when it comes to instructions or tutorials, so I designed it to gently nudge players into doing things as intended, while keeping it as brief as possible.
The suggestion for a brief invulnerability window after being hit is an excellent idea, and I think it could work really well with the undo mechanic too. Getting pushed through walls sounds like a fun (though unintended) discovery, thank you for pointing that out!
Cheers for playing and for your thoughtful suggestions!
Thank you so much for your kind and detailed feedback, it truly means a lot! I’m thrilled to hear you enjoyed the visuals, shooting mechanics, and atmosphere. It’s especially rewarding to know that the level design, models, and sound design made such a positive impression, particularly given the challenges of running in a browser.
Your suggestions are fantastic and very much appreciated. Adding an aim-down-sight is a great idea, and I completely agree that improving the SFX would make the game feel much more polished. Some of these enhancements wouldn’t take too much effort but would definitely add a lot to the overall experience.
Thanks again for playing and for taking the time to share your thoughtful recommendations!
Fun little game, I really enjoyed the reveal mechanism! Initially, I thought the controls worked like Robot Ricochet since the player didn’t stop when I released the button, which could’ve been an interesting twist. One thing to consider fixing is the viewport dimensions, it was quite large for me (see the picture). I had to use mouse scroll to zoom out and make it playable. Despite that, I finished the game pretty easily and had a great time throughout. Fantastic job!
This was a fantastic game! I could definitely see myself playing this on my phone during a bus ride. The main menu felt incredibly professional, and the interactive "how to play" section was a standout feature. I might have to incorporate something like that in my own projects!
One aspect I struggled with, though, was the controls. I found it confusing that pressing W moved the character forward relative to the mouse position. It would feel more intuitive if either the camera rotated with the player or W consistently moved the character towards the top of the screen.
As a self-admitted lazy player, I didn’t feel motivated to thoroughly read through the tech tree updates. While the highlights of each upgrade were helpful, I think there’s room to make them even more engaging or streamlined.
Overall, I really enjoyed the game! It felt polished, professional, and like a complete, well-thought-out experience. Awesome work!
I really enjoyed the art style and atmosphere, it was fantastic! However, I had some trouble figuring out what to do as the elk. It took me a while to understand how to get the pack moving, and I couldn’t quite figure out why the game restarted. I tried attacking the wolves and also avoiding them, but I’m still not sure what the objective was. Despite that, it was a nice experience, and I really liked the game. Great job overall!
The hidden map idea was super creative, I loved it! I did get stuck at first when I had to dash upwards (totally my fault for skipping the instructions) and again later when I needed to use the extra dash from the cards. It took me a moment to figure out, but I really enjoyed the game! Also, I hated having jump on J, but I get why it was mapped there. The game hooked me so much I just had to finish it!
Thanks for playing and for the feedback! We know it can be tough, especially if you're not into FPS games. The idea was to overwhelm you with enemies so you'd have to use the undo mechanic, kind of like making it a puzzle in itself. But yeah, it seems like we’ve got some work to do to make that clearer to players.