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slimehunter

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A member registered Sep 09, 2014 · View creator page →

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speedrun time, let's go!

Been meaning to play this for a long while and I'm glad I finally did. And I say this as a fan of the blue bomber. This game rocks!

Very cool and complete and lots of nice interactions.

I wasn't able to navigate the menus using the interact/sweep keys though, and it was not clear how to exit the game or if a save was created. 

Hope you're still working on it- I'll definitely play it again!

The flow is really good, and I didn't feel like I was getting lost since the natural level design is well executed. Really nice lighting for the mood, and I was really hoping there was more when the demo was over. Thank you!

I had to press Spacebar. It looks like it crashes, but will load.

Very dream-like and meditative. Spoilers?: I touched some fire and died. I also found a nice painting on top of a central tower. I ran around and swung a sword at the air, and maybe killed something?

I had a blast. :)

very satisfying grapple mechanic and beautiful game.

Very nice! Reminds me a little of Gauntlet.

Great game! I found a bug where after filling 9 squares- the tooltip telling me to replace a block with grass stays up. It looks like it happens when upgrading right when the tooltip is about to display maybe. It goes away after I go to the hivemind core and mouse over any grayed out upgrade.

Wonderful NES/classic FF1 aesthetic!

Really nice. Looking forward to the continuation!

Perfect. My only problem that I think needs fixing is that I frequently find myself miss-clicking on my desktop, losing window focus mid-jump in windowed mode.

Very cool. I like the chess variant and the mechanics being straight-forward from the beginning, augmented by the game progression.

Great concept and use of theme with the gameplay mechanic. Using your stuck-on rats to both help and hinder a is wonderful experience.

I was today years old when I learned about a lot of cool games from ChoiceBeat #6.

I really enjoyed the narrative and thought it was executed perfectly.

Now I finally have the answer to the question: what does a yoda sound like when thrown into an industrial shredder. Thank you.

This is rad. However, it seems like the mouse drifts to the right.

You can tell a lot of love and effort went into the rendering in the illustrations. Also the VOs and music sounds great.

Good game. I figthed til the end, but all I got was some friends.

(1 edit)

Nice Simon-esque rhythm game style battle engine.  Great screen transitions and direction to the art and cutscenes. It's very cohesive as a whole, and I was impressed by the narrative story telling without any text. I can tell you put a lot of time and thought into the art and how it was framed in sequence and on-screen.

Wow. The subject matter is very dark in a way I didn't think was possible. The decisions I made felt like they had weight, and as the story progressed I was drawn into it more and more. 

With just a bit of polish (sprite resizing, adjusting camera angles, pulling back on walking and chain shaking sound effects) this could enhance the game beyond great and into best, IMO. 

I really appreciated the movie reference too, as a fellow fan of classic horror.

I love the vector art-style graphics, and the simple design.  Great concept too. I think I got both endings. 

Also, just a funny coincidence, but I love how the intro starts similarly to my entry.

I love the character design. Feels like there's a lot of weight especially when I get hit and knocked down by the big sword-wielding robots.

Nice short and sweet, traditional RPG with a good battle system and a very short narrative arc that still works and respects my time. Give it a try! Easy mode is great for a quick playthrough.

Nice! I never expected an idle game from this jam.

Much excite. I'm glad to see the sfx and music creation tools are sufficiently bitsy-looking (i.e. fun).

dis me:

(1 edit)

Not working on anything Bitsy-specific, but have been doing a lot of planning lately, and collaborating, plus a little advocating of Bitsy in my indie gamedev circles.

Been looking at the PlayDate Pulp tool, and portability to-and-from Bitsy. Seeing what works there, and what's different between the two tools, and just figuring out current good tools for Bitsy that are also equal parts easy, powerful, and fun to use.

Also been working on kicking around an idea for a yet-another-Bitsy-anthology collection :)

Oh right, for the project that I am working on- it was super-easy to get the games integrated into my custom offline front-end. Bitsy continues to be a delight to work with both directly and indirectly.

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I really love this version of Wordle. I can't say enough good things about it. Every aspect is very polished and complete.

I like the game, and definitely agree that it might be too hard, the difficulty really ramps up, but I can see this being tweaked just a little to make it really shine. Overall I enjoyed the theme and thought the graphics were very nice too.

hmm...

Very charming.

I like the balance of managing the overflow of customers vs the overflow of the machine breaking. Very nice touch to the gameplay.

Hello. I really enjoyed your game and wanted to reach out to you. I'd like to talk with you about having your game included in a new compilation project I'm working on. Please feel free to DM me on Twitter or GMail @slimehunter84 if you are interested. Thanks!