Fun snek game, just a small bug, if you input down and then left in quick succession doki can turn back on herself
Sherbert
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Fun game! We had pretty similar approaches to the theme but its cool to see your interpretation. As other people have said the colliders for the minigames could use a little work, as well as making sure your minigames are easy to understand. With a couple changes I could see this being really fun :)
Maybe it is just my personal preference but the delay after attacking was so painful it was hard for me to find a flow with the game. An arcade game most importantly should feel good to play, you've accomplished that with the presentation, but the game wanting you to finish kills quickly but simultaneously avoid the cops felt like a balance that was hard for me to enjoy with the feel of the attack. I would love to play this game with a more fluid feel.
While the idea was fun I found myself being quite confused and frustrated at the control scheme. The camera maybe needs a wider FOV or some slight control on where its being pointed as sometimes I felt that I was unaware of my surroundings especially with how unwieldy it can be at times to move the spy.
As a Tetris enjoyer this was very fun, I wish there was a bit more of a reason to actually go to the annihilate mode instead of just playing Tetris until you get to the boss. Also hard drop still leaves some time to move the blocks after pressing hard drop which made me mess up block placement multiple times. Would love to see this as a more fleshed out arcade game on steam.
Auto battlers are always cool to see different iterations of and this one was no different. Minigames to buff your minions is a great idea. One problem though is hiding the stats of minions in the pick stage, you don't have any control over the actions of your minions so you should try and make the player feel like they are making smart, informed decisions when picking minions. One other thing is the puck minigame, its a fun idea but the physics need a bit of tweaking, make the pucks slide more, and bounce harder, as currently the are to light and when impacting another puck both carry some momentum. Also giving the pegs some more bounce would be great. Overall I love the idea.
This was probably one of the best submissions I've played. I love physics based weapons in games so this was a lot of fun. I think that introducing some projectile enemies in the waves could have made the game a lot more fun though. Also I wish the weapon was slightly less unwieldy in the later waves, if you could turn it into a weapon where you click and hold down while spinning that in my opinion would make the weapon feel more weighty while not making it to easy to use. The boss was cool but I wish that it was more difficult with me not getting hit a single time. Increasing the projectile speed or making it spawn a small amount of enemies would have probably helped. Overall this was a great game. If you have the chance to check out my submission I would appreciate it.
After a shortish cute tutorial the game drops you in a large level with very limited idea of what you should be doing. The only thing that helped me figure it out was experience in previous puzzle games. The very first thing you have to do is move the big robot in front of some lasers so you can progress, the only problem being that the way to move the robot is imprecise and annoying. The big robot is extremely slow which may have been done to emphasize his size and weight but really just makes the game feel like its wasting my time. Then there was a bug where the big robot would not push a box all the way down then it pushed the box up with me above into trapping me in the box pushing against the wall.
Game was really fun, I hit 0 seconds and didn't get a win screen so I don't know if that's a bug or there is just no win screen. I think a different system aside from a timer would be fun, and procedural spawning instead of the manual spawning present in the game would help the game have more variety in a run.








