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sicave

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A member registered Aug 11, 2020 · View creator page →

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Great concept with good execution! personal performance problems kinda ruin the enjoyment

didnt get the tank lol

Neat.

Smooth ass movement with an amazing skill ceiling, I love this.

I really liked the movement and concept, but I lost the springfish too quickly, and there is no indication as to where to go after that.

Pretty alright, I heavily dislike the last level, which is entirely made for an OP swordswoman you might not get, and leaves the archer character basically inoperable.

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Short and sweet, good foundations so far

Can we get resolution settings please?

Stunning presentation and great animation.
The gameplay felt less like choreography and felt more like a bad fight scene: some of these attacks have no telegraphing as to where they'll land, it's also simultaneously uneventful since you can usually find a corner to sit in without getting hit.

It does look and feel great though, good work on the presentation again.

Don't know where that is, and the tutorial gif seemed like it was just clicking on a lake.

It's just a bit clunky and basic, which is fine for the BSGJ but I tend to review games independent of the jam time

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Tense and packed worldbuilding in an art and game style reminiscent of Pathologic, an incredibly entrapping game loop that leaves nothing left to be desired, though I know that further packing only one trial would get cumbersome, maybe as a part of the Third Twin: new situations could arise and autonomy could be used to shape the community.

Or maybe the binds are the point.

Oh also your game's resolution doesn't scale right initially lol, if somebody else is running into this issue, drag your taskbar to the side and it'll give you the full window.


this ones yakubian i fear

Bees tend to never use the right side of the beehive, for some reason.

Otherwise kinda sweet, not sure how to get pollen though.

Basic and simple yet enjoyable, maximizes its playtime out of its limited content.

Who's yardigrade?

I see, reply again to remind me after the 0.1 is released.

the keybind to refill water is never explained (nor any keybinds for that matter)

Very interesting gameplay, and very implicitly deep worldbuilding, while it's right in making the struggle feel sisyphean, but wrong is making it actually sisyphean.

Really feature and content packed, intuitive, engaging and creative but sometimes repetitive demo, great fun!

That was really fun!

I really liked every aspect of this, I had a lot of fun and I felt like the characters were interesting even though their appearances are short, the only level I didn't like was the first two floor one which was because it was way too much of a hassle to move around in, also the level after it crashed on me almost immediately :P

second the bottom comment, red bullets were incredibly confusing to get used to.

but generally, cool concept, I think I want to see more of this gameplay.

alright that was pretty good

Game resolution doesn't size properly, most of the game is offscreen. (1366 x 768)

While fast paced enough to be exciting, the roughness of its systems make it hard to get into its rhythm, you'll get shot by off-screen AI who can't properly navigate different floors, or explode yourself with your own grenade because the expensive lighting effects made the game miss your inputs

Syst 1.1 and Syst 1.3 felt the most bottle necked, while I still didn't get a good rating for 1.2, I felt it was the most freeing.

Criterion community · Created a new topic Short review

Head scratching, well polished and beautifully minimalist designed puzzle game, I think it'll be a real hunt to get under the lowest part requirements.

In the same breath, I don't like how bottlenecked the solutions are, I usually felt like some of the levels had only one or two really right solutions and everything else was scraping things together until you had a pass.

Neat foundation, but the gameplay is pretty empty, to an extent docking feels a lot like operating construction equipment, very careful and slow and monotonous and I Don't Really Want To Play That.

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1366x768

Snappy, puzzling, stylish, and promising, a lot of variety and play time even for a demo.

-knife throwers throw knives faster if you reload
-the three people to left on L11 aren't arranged right for a pellet shot, whether a shot will reflect a knife is shoddy on L11
-The game occasionally lags the CPU heavily and is unresponsive when alt tabbed
-the level select is badly optimized
-Boss on L14 has hitbox thats taller north than it is south, and blocks pellets
-starting a new game is too easy

diamond quality movement design with smart level construction and a cute minipixel art style, I think the movement is broadly satisfying but has a few kinks, but they don't really stop the game from being fun.

The ammo boxes don't seem to refill bullets

God I love how snappy it is, I love this pace delivered in this charmingly shitposty fucky ass environment.

Resolution is forced too large and most things are off-screen.

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A cool central game gimmick that I'd like to see further explored, I thought hacking the mirror or cup would give some background detail to what happened but it's just pointless busywork, the ending is very full-release-baity and it kind of snapped me out of it, that is if the very goofy hacking minigame didn't already.

The game is very polished with the UI but the graphics are very muted and bland, even though "cyberpunk PS1" is both a striking and well established visual style.

The game has beautiful artwork but the gameplay, while fun, is a bit unrefined and clunky, I still don't understand how the skills in the inventory works, or what objective I should be trying to get other than survival.

The combat was really sticky and engaging! the dash wasn't all that useful and the motivation to weave around enemies runs into the large, movement-blocking, and in arenas, jumpy enemies.

Despite the eye-catching style and...well also eye-catching plot set up, I wasn't able to finish the game.