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Skylily Wolf

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A member registered Jul 23, 2022 · View creator page →

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This was a super fun game! You did a great job setting up the atmosphere with the art & music - I think the light mechanics worked especially well with the tone of the game. The puzzles were fun as well and I enjoyed reading into the story throughout it.

The visual style is very striking and cohesive, you've done a really fantastic job! The character sprites are a bit eerie and fit the vibe very well. I also liked the frame around the game to tie it all together. I quite enjoyed the music as well. I think some sort of subtle shadow in the water or slight distortion to hint at where an anomaly is when the light isn't shining on it would be helpful.

This feels like the prologue to a wider game and I'd love to see more of it. I can definitely see an expanded version of this where each trip gets progressively longer and more complex. Possible multiple types of anomalies that could fake the player out in some way, and additional mechanics surrounding the light like recharging or flickering for added difficulty.

I adored the visual style of this game, especially how everything had idle swaying animations. I liked that cards were drawn randomly each turn so there was no guarantee for what moves would be available each turn. I felt there was a nice variety in cards to choose from after each battle.

I felt that the turn order/indicator could have been made more clear and card turns could have been a bit faster as sometimes it seemed like there were 3+ card turns in a row and they would have have pauses before and after which added a lot of time.

This was really fun! I like that the bullets move bits instead of instantly killing enemies/the player - I think it makes gameplay a lot more interesting and creates more opportunities to strategize each decision. The scoring system is also a nice touch to fit the theme. The ~ powerup was also a really fun addition. I would suggest having the music loop as currently it just stops once the song finishes, which makes the game end up very quiet for a lot of the gameplay.

I really enjoyed this game! I liked the use of limited colors and that the enemy designs looked like targets. The bullet bouncing physics felt really nice and catching the bullet was quite satisfying.

I think this game could be elevated with one or two additional enemies to add a bit more variety - maybe something with a ranged attack to make dodging more important. I also think the bottle enemies that follow the player could have used a bit of pathfinding logic to prevent them from getting stuck on other enemies/obstacles as they tended to get stuck and end up not being a threat. Otherwise, it was very fun!

This was very fun! I liked the different fireball properties and how they worked with each puzzle. I thought the character design was cute and having its color scheme match the fireballs was a nice touch.

I thought this had a fun premise and a decent gameplay loop! I really liked that the darker tiles made the player move slower, as it made taking shortcuts into more of a tradeoff to see if it would actually be faster than following the lighter areas. I think a compass leading back to the hole would be useful - I would sometimes get lost and/or forget to pick up more gorbs since I couldn't really tell how to get back to the hole. 


I also think a dynamic timer would have made the game more interesting - like the time depends on the distance between the hole and orts. It could also be interesting for there to be more leeway early on in the game as the player completes more successful transports in a run, that leeway gets shorter to force players to take the most optimal routes the longer they last.

Thank you!! As I got more invested in the writing I started to get a bit more serious with it, I'm glad it ended up feeling balanced in the end! I've been wanting to fiddle with text-input prompts like that, I was hoping it would end up with some funny bits a-la 'mad-libs' hehe.

Yeah, I wanted a natural enough feeling shortcut to avoid too much detail without anything standing out as particularly unfinished compared to the rest of the art. It can be a fun exercise to try and find reasons to justify a shortcut I think.

Thank you, that means a lot!! Most likely, yes. I have ideas for little details to add and ways I could have improved so I'm thinking of making a revamped version. I also have some ideas for a sort of sequel since I want to try some more world-building with this concept. 

(2 edits)

Ah, I wasn't too sure what to call them, so sorry if the wording is off. The choices you make can lead down three different paths, which take you to the end in a different way, if that makes sense.

Always going to sleep is one. Repeatedly staring at the moon is another. The last it going up to the mirror.

Basically: the end scene is the same, but you have 3 different ways to get there.