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Second Sight Games

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A member registered May 20, 2021 · View creator page →

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I like this interpretation of spark, a lot less literal. The vibe and atmosphere are great as well!

Really cool concept, unfortunately I couldn't quite figure out how to get the creature construction to work. With a bit of polish this could be really cool!

Bro the ending is gold xD

I absolutely love the visuals and audio in this game, the ambiance is by far it's greatest strength. The flint and steel mechanic is charming and the dropping is hilarious at first but quickly becomes frustrating. There were instances where I smashed them together maybe 30 times without a spark. Felt like the Eoka in Rust if y'all are aware of that lol. Some kind of hard limit on the number of failed sparks would probably go a long way here.

I like the concept, reminds me a bit of FNAF style game, managing different screens. The tutorial was a bit confusing but once I got the hang of it the complexity was a plus. Unfortunately I kept running into problems with some of the items, sometimes I would leave a tarp or axe in the tent and it would just disappear. *Just read the itch page, seems this is actually a mechanic, some sort of telegraph or way to get your items back would go a long way here.

The puzzles were a little obtuse and unintuitive, but solving them was satisfying. Feeling that spark!

Contrary to what everyone else is saying I thought the gameplay was great. I didn't get too far in but deducing the correct gunpowder trail was interesting, and the spark following it after you lit it was super cool. I think the longer levels would probably get very frustrating, but I'm not sure as I didn't play all the way through. Very cool concept tho!

I fell out of the map. Sparks. 11/10

This game was made in 1 hour.

This is a really cool concept, in execution it was a bit slow for my tastes. I like the complication involved with the wind mechanics, the busy UI, I think if you fleshed this out it could be really cool.

Def not the most original concept ever but the execution is great. I love the level of polish, the different hazards knocking into and breaking one another, the experience feels very complete. I think the level of difficult is perfect.

I absolutely love the music for this, and the visuals are great as well. I was a bit confused, at first I thought I was trying to grab the stars to throw them at the central yellow star, then I realized I was supposed to defend it. I think with a bit of polish the movement and mechanics could be really, really satisfying.

I really like the visuals and the vibe, the sound design is great as well. The rhythm game mechanic is a very cool idea but in practice I think the difficulty curve is far too sharp. Maybe I'm just a chud but I spent like 5 minutes trying to open the pink door and couldn't do it. Cool concept though!

I like the art style, it reminds me of limbo; the lighting is a nice touch as well. I found the 5 prong ordered puzzle to be quite annoying.

The gas leak mechanic is really cool. It was a bit frustrating being killed by the monster at times, it felt a little unclear at times when it wasn't visible. I really like the art style!

Simple but effective. Very polished, I love the art style. Appreciate the forgiving window for hitting the dynamite, very well designed.

The concept is simple yet compelling. I found this really charming! I got soft locked in the end game area by hopping from the roof into it, but I was enjoying myself enough to restart. The sound design is excellent, I especially love the running water sounds combined w/ the light fixture. The screen effect when you photograph a star is really cool too. Great stuff!

A little rough around the edges, but a very interesting concept nonetheless. I found the hitboxes of the enemies to be a little unforgiving given the narrow nature of the passageways, but it was fun to explore around the dark.

Interesting concept, with satisfying gameplay! I really like the design of the icons. One suggestion would be to add a more colorful background.

This is awesome, I really like the design of the boss! The character feels quite smooth to move around with. Similar to what other people are saying, it was frustrating having to figure out the controls, maybe list them in the description or on screen?

This is tough, I really like the art style! One thing I would suggest is maybe some kind of aim assist, like maybe the character is always aiming towards the closest enemy; it's awkward trying to aim at and avoid enemies at the same. 

Thanks for the feedback, the cheese with the split mechanic was intentional (I like games that give player's agency through their own ingenuity. We are working on a patch to implement coyote time and more right now.

Appreciate the feedback, I wouldn't want to include more explanation because I myself am a fan of games that are less hand-holdy but I completely understand the sentiment.

I agree with pretty much all of this, currently working on a patch to fix all of this and more. Thanks!

The game was supposed to be tough, so we love to hear it!

Yeah we decided to remove the delay on the attack going forward, thank you for the feedback!

Good find!

Thanks sm for the feedback! I'll give your game a shot when I get the chance.

Appreciate the feedback, I've fixed the fail box and I understand the feeling of being lost. We're planning on doing a lot more work for this game, including reworking all of the levels.

i gooned to this comment

Thanks for your feedback!

I had no idea what was happening but the game looks amazing.

I had a hard time figuring it out but this game is sick, I like the art style a lot and the actual mechanics of the game are very unique.

I fw it heavy

I love the art style, character controls pretty smoothly, good work!

Evil sigma squirrel

Really cool art style! I could not figure out how to play lol.

Pretty cool racing game, really dig the art style.

Really cool game, I like how much there is to explore, and your mechanics are very satisfying to obtain and to use. Smooth controls, great project all around.