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SirMrDrProfSrJrPhD

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A member registered Jul 31, 2017 · View creator page →

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SPOILERS BELOW: DO NOT READ IF YOU HAVE NOT PLAYED THE GAME

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I downloaded this game as part of the Racial Equality and justice bundle. Since I am a big fan of Incremental games I downloaded this one and gave it a shot,. Since I downloaded it straight from the bundle I was completely unaware of any trailers for it or even the store page for this game.

I also have a fascination with 'surprise creepy' type games that hide a more sinister interior behind it. I never thought I would just stumble across a game like that without already knowing it was not as innocent as it seemed.

The hyper-cute aesthetic and dialogue made me very slightly suspicious and when I bought the second building I was put seriously on edge. After that I was always dreading doing something to progress the game, unsure of what would happen next. Watching the fireworks display countdown was seriously one of the most tense moments I have ever experienced in a game.

My only regret with this game was that I was not aware it was only $2, which would have tempered my expectations since I was left wanting for more in the 'escape' route. This game left me with many questions but that is good for a game like this. 

Overall this was a good and unique experience and I am still thinking to myself if I can doing anything with those other .fluff files.

SPOILER SECTION ENDS HERE

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Yeah so very adorable and relaxing game, great way to just unwind.

:-)

Cute game. I was impressed how much it explores the possibilities of throwing the rock around, I liked the part where you had to dash to pick it up in midair over a spike pit also the part where you had to arc it over the large dirt square to hit the lamp. Overall there are a lot of good obstacles that complement the main character's abilities.

(as an aside)

So who did everyone get for their waifu? 

"I got Rei!"

"I got Asuna!"

Me: https://www.youtube.com/watch?v=MwhCSfl0PKs

Fun puzzle-platformer. A cool concept that makes me look at the level, analyze it, form a plan, then test my movement abilities. It took a bit to figure out the controls and how the game works though, a short description of that in the *err-* description would be good. The 3d model of Roboto is nice. I wish the main character had some more momentum so that they didn't just come to a dead stop when you stopped pushing a button. There was one moment where a was sailing in the air towards the exit let go of the buttons expected to gracefully glide down to the goal only to freeze in midair like some coyote that was particularly wiley.

Cool to see that this was made in defold, had my eye on that engine for a little while now.  I wish the game wasn't so harsh.  Some checkpoints or some additional health would've been good. Movement is kinda tricky but rewarding to get a hold of. There is a lot of good art in this game but I'm not sure if it was all done by you in the 48 hours of the jam, if so, great job!

It's impressive that you got all this music/gameplay/art/level design done by yourself in 48 hours. 

I got quite a bit of small things I would like to say about this game but don't take that as me not liking it, just things I would've preferred if you had weeks to work on this.

The "deflector" barriers that make you drop items blend into the background too much .If they were just darker and more opaque that would be better.

I really liked the puzzle where you were in the water with the hammer and spring boots and you had to jump up with the hammer, throw it up, pick up the boots,  jump up with the boots, throw the boots, then pick up the hammer in mid-air and break the wall. I wish there were more puzzles like that. I also like that you can mess up an attempt and then be ready to immediately try again. (Though I'm not sure that this is the intended solution since you can also break the wall while jumping down into the water with the hammer).

There was an overabundance of moments where you had to run back and forth to throw all your item over a ledge or something then jump over with the spring boots. 

There were too many moments where if you make a mistake in a puzzle you are soft-locked and have reset and go to the last checkpoint. 

Game is really stable for something of this size made in this time, ran into only a few bugs where I clipped on the terrain a bit or a slingshot spazzed out stuck inside a deflector.

Overall a fun puzzle-platformer with a good amount of content.

It's impressive that you got all this music/gameplay/art/level design done by yourself in 48 hours. 

I got quite a bit of small things I would like to say about this game but don't take that as me not liking it, just things I would've preferred if you had weeks to work on this.

The "deflector" barriers that make you drop items blend into the background too much .If they were just darker and more opaque that would be better.

I really liked the puzzle where you were in the water with the hammer and spring boots and you had to jump up with the hammer, throw it up, pick up the boots,  jump up with the boots, throw the boots, then pick up the hammer in mid-air and break the wall. I wish there were more puzzles like that. I also like that you can mess up an attempt and then be ready to immediately try again. (Though I'm not sure that this is the intended solution since you can also break the wall while jumping down into the water with the hammer).

There was an overabundance of moments where you had to run back and forth to throw all your item over a ledge or something then jump over with the spring boots. 

There were too many moments where if you make a mistake in a puzzle you are soft-locked and have reset and go to the last checkpoint. 

Game is really stable for something of this size made in this time, ran into only a few bugs where I clipped on the terrain a bit or a slingshot spazzed out stuck inside a deflector.

Overall a fun puzzle-platformer with a good amount of content.