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sleepysunset

21
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A member registered Jun 13, 2021 · View creator page →

Creator of

Recent community posts

The idea of the challenges for each loop is very interesting! It took me a few times to figure out which levels were the best ones to complete the challenges on.

A really unique theme! I think I figured out what topics help your sanity, but I couldn't get quite make it to the end. I would like to see your take on different kinds of neighbors, and what topics they would discuss.

Thank you for playing! I would definitely like to fine-tune the looping detection algorithm more. We had planned power-ups for your mana meter that you could collect, like the hearts, but we had to cut them due to time.

Interesting idea, and I really like the retro shader! I wasn't able to do much with my first few loops unfortunately. A lot of the items were just out of reach. Maybe being able to extend the arm from the start, without any upgrades, would help?

Great spritework! If you destroy the robot when it is stopped and has all of the flags, it will complete the level. Overall I had fun, but I would love to see more challenging levels!

I really enjoyed the looping mechanic here, I thought it worked very well! Once I got all of the auto-collect upgrades, I couldn't use it any more, however.

I had a lot of fun! I wish that I could keep playing past the win screen and just build the island out more. Maybe a health upgrade would be nice? My loopers were killed by zombies a lot

A fun short game! It only took me one loop to beat! I hope that you have time to add a tutorial in the future!

Really enjoy the aesthetic, especially with the reflections! The patterns weren't too difficult, but sometimes enemies would hurt me instead of dying when I jumped on them

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Interesting concept! I think the mechanic of momentum remaining between restarts was interesting. I wasn't able to get past level 3 -- it seemed like, even with perfect rocket jump timing, the platform was too high for Larry to reach.

I had a lot of fun with this one! It took me a few tries to figure it out, but I was able to get a decent score: 

Love the art! The way the donut controls differently when shaped is very satisfying! My donut's icing ended up a bit lumpy unfortunately :(

A unique take on block pushing puzzle games! It was tricky keeping track of which characters were looping at first. For some of the puzzles I had the knights walk back and forth over the button, but that strategy fell apart once I got a little further in.

A very unique version of the theme! I would like to be able to revist the tutorial without reloading the game. A few times I got stuck, not being able to put the sample in one petri dish until I finished the other one.

I like the theme idea! It's a shame the levels got stuck at six, I would've liked to play more!

The general feel is really nice!

After it said "spikes will kill you" I immediately crashed facefirst into the spikes and died by accident.

The art was cute! It reminded me a little of Dont't Starve. It would be cool to be able to get combos when wrapping up multiple bugs!

Loved the clay art style and the idea of managing the solar panel resources is very fun! I wish the day was longer so I could have a party with more aliens!

Very good vibe and interesting mechanics! I think it could be nice to be able to toggle the camera, since it became a little disorienting.

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Great work! The background art looks great! I like the atmosphere of the game as well!

It was a little frustrating to play, because it feels like there is a lot of trial and error in the gameplay, and you are sent back to the beginning every time you die. The first time this happened, I wasn't really sure what was going on -- it almost seemed like hitting the blue boxes resets time.
(Edit: My apologies for the multiple posts)

Thanks for the feedback!
I agree with your idea for two-user keyboard inputs, but unfortunately, it was one of those things where we didn't think about it until we were packaging the game at 2 minutes before the deadline... (what is time management?)
The filesize is also a bit terrifying to me, I think it has to do with the unreal engine's default packed content, so it could probably be reduced significantly! All of the assets we actually used were original and probably only add up to 30MB or so uncompressed. I'd like to fix that once edits are enabled again.