Made a second video on a whim! Good gravy, this is challenging.
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Both the controls and the premise are very simple: Hop around and eat(volve) your way to freedom. The devs took a basic idea, created a mechanic for it, and let it loose on the masses, and I thank them for that. It's short, able to be cleared in roughly five minutes, but has that addictive quality that keeps you wanting to play it more or in different ways. Personally, I just challenged myself to win as a worm. Many tries later, I finally succeeded.
Since the game is still being worked on, I'm curious what will come later on. It would be nice to see this game expanded into something bigger or maybe a little more complex. I noticed the crabs can...spit? So maybe minor combat could be applied for certain things. Overall, it's a good time.
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I'm not big on car games and this was still entertaining. Of course, having sloths is always good for bonus points. The visuals and art style for this were all pretty nice and everything looked very clean. The only thing I felt was missing was background noise, like ambience or music. Good job overall.
Just played the, as of now, current build of the game. Water in cans seems like such a strange idea, especially with the setting being a wilderness island. Perhaps make a craftable canteen or leather pouch for carrying water. And rather than random water pick-ups there could be either puddles, small exhaustible ponds, or have the ability to gather water from the surrounding body and purify it. There is presently a well for water, but it's good to have a variety of options in case things changes in updates.
In terms of supplies, things seem fine for now. There's a decent set of tools for starting out. However, unless there will be a story explaining why we start the game with a fully furnished cabin later on...maybe do away with the fully furnished cabin at the start. Perhaps instead, the player could start on one of the edges of the island with a few planks of wood around them, as if they washed ashore after their boat crashed. Also, while I'm fine with having the random tall mountain, it could stand to be less...sharp. And shiny.
Rabbits and wolves are a good start for animals on the island. Judging by the plants and terrain, it looks like the island could also be suitable for things like bears, wild pigs, and maybe sheep. Possibly reptiles, just for kicks. Maybe expand the island's size a little and stick a few bear caves in the mountain as major threats to brave explorers.
And more audio would be lovely. Try to set up a constant sound rather than a looping wind and tweeting birds. Maybe some subtle, ambient music of some sort. Silence is good for a feeling of solitude, but gets a little stale when gaming. Oh, and footsteps for animals. Those wolves come at you like ninjas if you're not looking right at them.
Always been a fan of survival/crafting survival games, so I wanted to give this a go. It's a simple work(so far), but I still enjoyed this game. The idea of having to survive strictly on an island is a solid one, because too many games give you an entire world to gather resources from. I'm curious to see what future updates do for the game.
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This was a fun game. The visuals, while simple, were still pretty neat looking, especially with the rainbow effect, and the mechanic of making sound to see the map was cool as well. I really like that sort of thing in games. Good job on this.
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This game. This game is a good time. The graphical style is amusing and the visuals, while simple, are well made. The background has depth and seems full of life, especially on the jungle and water levels where things are moving around. I'm always a sucker for a good platformer, and the mechanic in this game makes it that much more fun, with the momentum physics and really smooth movements. At times, it really did feel like I was just playing as a cloud, swirling about the levels. I would love to see a longer version of this with more levels to play in.
I enjoyed this game. It's simple, but really fun for what it is and good for killing time. A good example of why you don't need high end graphics or complex stories to have fun. Sometimes, mindless button clicking with a cactus is fine.
Bottle is my champion. I managed 85 jumps with it and died right as the jams started up.
You're quite welcome. Yeah, I did finally catch on to the multiplier after playing a few more times and managed to get about 7100 points. I like the unlockable characters and the option for extra skins for each.(Didn't notice that feature until after recording.)
I'll definitely try to keep an eye out for the updates. This game seems like a fun time.
I liked the art in this, everything was well drawn and fun to look at. The music was pretty good as well. Didn't wear out its welcome, even after hearing it for a while. My only issue was how hard the kids were to hit at times. Good job on this, it was fun.
I didn't have a specific holiday in mind but, sure, Valentine's Day can work. Perhaps a resentful chef/waiter tossing something at a restaurant full of couples. Bonus points for pegging a wandering violin player.
This was fun. I liked having the music selection to break up the silence, and the physics puzzling with the fans and such was pretty cool.
Unfortunately, I think I've lost my pilot's license.
Glad you enjoyed it. My brain tends to be way faster than my mouth, so it's actually a habit of mine to add in stuff like that during editing. Things unsaid, after thoughts, all that fun stuff. (Plus, I just like messing around with edits.)
Thanks for making the game. I like the smaller works like this, especially when they have either a cool mechanic or a message to deliver, as this one seemed to.
I survived and lived to be spooped again! Good job with this game. I really liked the art design for it with the simple lines and squigglevision, and the music was really simple but didn't get grating. Quality work for a simple piece.
The puppets were a tad loud though...
So, about that mild rage inducing quality I praised before...
In the Expert map 'The Climb'...what is expected of the player exactly? Even compared to the previous Expert maps, it feels like a rather steep jump in skill/difficulty. I've managed Gold or Platinum in all previous maps and it still took me quite a while just to get Bronze. Silver is almost a minute less and feels impossible.(I don't even want to think about Gold...)
I applaud ambition, but...wow, that map.
Also! I found a possible issue. Some checkpoints are able to be hit from below and will respawn you in that under section, dropping you to your doom every time. Sorry if you are already aware, but it felt important to share.
I'm surprised this game isn't more popular, because this is some quality marble physics work. I've really been enjoying it so far. It even has the mild rage inducing quality of marble games! (Because if you can relax with a game like this, you're doing it wrong.)
Keep up the good work.