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screever

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A member registered Nov 26, 2020 · View creator page →

Creator of

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I believe that a properly timed flipper swing gives all the control the game needs, but I do agree that it lacks a proper difficuly ramp-up. At the time, I had no idea how to make it harder to play without flooding the whole screen with balls and making it look like a pachinko machine.

Next time I'll try putting less emphasis on the visuals and more on the game balance. Thanks for your suggestion!

It definitely is! Keep in mind that I had a head start.

As a developer, I see nothing wrong with being unable to cheese the game :D

I've added some subtle visual cues for when the guy is about to perish, but on a second look, they are pretty ambiguous. That's one explanation I shouldn't have skipped. Thanks for bearing with the game and learning its mechanic the hard way!

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That was a positively quirky experience. Can't believe you guys made it within the 3 day time frame!

I think I've bested the Giant Head since it fell through the ground, but the music didn't stop and the arena remained closed so I'm not entirely sure. Does anything happen later?

P.S. Everything looked so stunning, that a rigid camera didn't affect my experience very much.

Thanks for your review, apparently my time writing shaders was well-spent!

As a player, I usually prepare for an inevitable loss and focus on delaying it for as long as possible. I'm certain that won't work for everyone, but I doubt it's possible for a pinball game to be purely skill-based, taking luck out of the equation.

Your literal interpretation of a "shooting star" is amusing and the background music sounds like something ZUN could have written himself, so I didn't mind that the game was too easy.

I knew I wasn't the only one who chose gates as a main character!

Regardless of how easy this game is, the time-based scoring system is a perfect fit. Or, one could say, a match made in heaven.

What's your best score? I've got 1490.

Previous comments already covered rage and bugs, so I'm left with only one thing to add: beating the game made me feel like I've overcome a massive struggle, so thanks for giving me that feeling!

Thank you for playing and for the pointers!

You got me there, I've definitely put more effort in visuals than my theological training! I thought about adding a portal to "heck" as a goal for bad guys, but thinking about the good guys mistakenly getting there gave me the shivers, so I scrapped it. Now that the game ended up so easy, it probably was a worthwhile idea after all.

I was afraid of making the game too hard so I left lots of features on the cutting room floor. Serves me right for underestimating the audience!

Glad you've enjoyed it in spite of its simplicity!

Thank you!

That's a great idea, I should add a screenshot with my high score!

Kudos to you for promptly acting on players' feedback!

I have to say, it works even better than I hoped for. Now that your game is beginning to strike the right chord, are you considering making a mobile version?

  • Pros: I didn't lose once!
  • Cons: I didn't win either. Is it working as intended?
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Thanks for giving it a try!

This game is undoubtedly inspired by pinball, and yet its mechanic is not quite the same. I considered adding more obstacles, but ultimately decided to keep the playfield simple and give more control to the player.

Man, this town is crowded with animals!

I liked the controls, even though it was tough to move sideways, I usually jumped exactly where I wanted to.

Is there any meaning to wings' rotation or is it random?

I like the way you introduce the player to this game and explain the controls, but I feel like these explanations are not enough. I found out  that "double click to spin" only looks like an efficient attack, when in reality it leaves the rats surprisingly healthy and makes your character breakdance. What helped me to beat the first level was a discovery that "hold to wave" can be used to launch your character upwards and bypass the rats one by one.

I didn't beat the game and I wonder what else I might have missed. It is sure interesting, but tough as nails!

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This game lets me control the weather? I see what you did here.

The concept is plain and simple, and yet the game can become quite hectic at times, so I'm glad you've added the ability to pause time and think!

Sometimes my clicks don't register for no apparent reason. I'm not sure if it's my mouse to blame or some hidden time gate, but I would appreciate the ability to change weather in the pause mode. It wouldn't make the game much easier, since weather cooldowns are paused too and it will immensely benefit the player-game interaction.

It was very fun though.

If you look closely, you'll notice that all the projectiles in this game are not round, but square-shaped. Red Circle lost his battle before it even began.

I didn't notice any performance issues, but if you are interested in what's causing them, you should check the built-in profiler in the debugging section in Godot.

If you haven't eaten any cookies, then why are there so many crumbs?

Jokes aside, I really liked your use of lighting and sound effects; oh how satisfying it was to hear your character say "so-rry!" when it chewed papers or bumped into the guy! He has quite the nerve to stumble in complete darkness, throw important papers on the floor and scowl at his home appliance!

It's hard to think of something this game could improve on. My biggest struggle was making sure there's no dust left in the rug, since the last frame of dust sprite is barely visible on such a busy background. If I were a completionist it would probably tick me off. But it didn't. Good game!

Sometimes making perfect shapes is better than making perfect sense.

A lot of my choices led to consequences I wasn't expecting, so I'm glad I've played this game before becoming a politician.

Yetis turned out to be much warmer and friendlier than I initially thought!

Sadly, I had troubles noticing the icy spikes even with the ember lights on.

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A clever core mechanic, beautiful in its simplicity yet hard to master! I was so engaged I didn't even notice there was no audio.

P.S. What is "1 to 0" referring to? Disabling the collision flag?

Using mouse to move and WASD to shoot felt very refreshing!

My only complaint is the size of the game, since your package file (UuuuSH-WindowsNoEditor.pak) is taking up 600+ MB.

Very beautiful, too bad I couldnt break the last piece and became a statue myself.

Pushing boxes was half as fun as hurling myself at the static objects.

Monk: 1 – Sokoban: 0. Oneness achieved.

Thanks! My favorite startegy is writing "HELP" with flowers, but it always turns out illegible.

A curious take on the "absolute zero" idea with unusual controls to boot!

Dying near the edges of the screen (presumably due to the approaching red shards) felt very annoying, but my pain was immediately healed by your soundtrack.

Very sciency, but lovely at the same time. I like that you shared your plans in the end of the game.

P.S. This game inexplicably reminds me of curling.

P.P.S. Since you can't freeze Ducky, does that mean he's not made of matter?

Getting a fresh benzene drink never felt more rewarding, cheers!

Jumping and clumbing felt a bit wonky, but I like the idea, it's nice and simple.

I appreciate the comparison!

Thanks! Do you think these texts were enough to understand the rules?

I'm glad you liked the game despite it coming off as unapproachable! Now that I have some time, a proper instructional manual is in the works.

You're totally right about the water limit, that's just me being petty and forcing the player to take another trip to the hose. I should've made the sprouts at least somewhat useful, so it would be okay to leave them half-developed.

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Thanks for trying it out. My in-game "explanation" is so minimalistic it's almost absent. Duly noted.

Edit: I've posted instructions on the game page, so now you can check what you've missed.

Thank you for your positive response! 

I remember thinking it's better for my game to be polished but unfinished, rather than vice versa. Boy, was I wrong.