Nice theme interpretation, I like the direct choice you give the player. The quality in general is very high, with beautiful graphics and music, and it definitely gives a game boy feel. The only complain I have is that the fishing itself can be a bit tedious. I got ending A while I was starting to save money and buy the knockoff
SbeifGames
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Damn, that music slaps! I love it! The only criticism I have is that I felt like going full speed to smash everything and it felt a bit anticlimactic having to take it slow to avoid missing too much stuff. But the music makes up for it big time. The graphics are great too, although perhaps the freeform environment pulls me a bit out of the game boy illusion. Nice Job!
This is incredible...I played a couple of minutes yesterday evening and then told myself "you have to save this for a better time". So today I went to poop in the office and began my adventure.
This is like if Yoko Taro made Detroit Become Human. So many layers of shit and piss, and under each one there was a new adventure. I'm so thankful I'm a slow pooper, I had the chance to replay it again and again and laughed and pooped and laughed and pooped. Brilliant! Thank you.
Very cool mechanic, maybe I would have liked it more on a puzzle game, here with the enemies that attack you it becomes more skill based, but at the same time it feels a little bit slow/clunky. The art style is really nice, I would just suggest a couple more inbetween frames for the animations, and maybe with just a smoother player animation, the feeling when controlling the player character could also seem a lot smoother.
Very polished and well done, it would work great on mobile. The theme is not that strong here, as apparently the size of the character does not influence the gameplay much, so it becomes more of a way to present the hp/energy/stamina. It is a great way to show that, as it's definitley more organinc than the usual bar, but I would have liked one mechanic to exploit that more. Great job nonetheless!
Our plan was to balance it so that you pretty much were forced to shrink to avoid damage but in the final rush we had little time to playtest so the balance is probably a bit off. One idea we had was to make some enemy projectiles so small that they were too hard to see when the player was big, but it might become a bit frustrating. Although that's not another mechanic, but it could have been an additional reason to change size
This is the best I've seen so far. Really clever concept with brilliant puzzle design. I surrendered at the second bonus level (after bruteforcing my way into the first one, I imagine there was another way to solve it rather than mashing my mouse) but it really got me hooked. With the amount of polish I can easily see this as a full game with a few more levels. The only minor thing that could use some improvement is when the scale is squashed and it glitches a bit. Very well done!
This is really well polished, the only issue I found is when the big mouse intersects the platforms above him. The art style is done really well and the blend between 2d and 3d works great here. I just wish there was some new mechanic, like moving obstacles or something like that to spice things up a bit.




















