"Oh my god he had a family" lmfaooo that had me chuckle, love the vibe and I'm a sucker for score-chasing games so I'm all for this! Music's great too and the sound effects are super funny. Love the concept of the game too, quite addictive in a "One more level, one more try" type way, nice!!
Smoolah
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Lovely interpretation of the theme and prerequisite, and a solid platformer! Very enjoyable :D The sounds could be equalized in volume a bit more perhaps, and the second level is mostly skippable by taking a running jump from the second slope. The backgrounds are SO BEAUTIFUL I love them, very nicely picked. The little characters are so cute too, overall I'd say I quite enjoyed my time playing this, thanks!
Lovely art style and interpretation of both the theme and the prerequisite, balancing between health and spending is a great mechanic. The sound design is excellent as well. As another said, the left menu didn't feel as useful as the right one, I only ended up opening it once just to try a few things but didn't use it again. Still though, amazing art, design, and entry, thanks for letting us play! :D
p.s. the first time my fish exploded to level up I jumped up in my seat bwhaha
Excellent! Very intuitive and the level design is absolute peak, very well made and I love how the levels are structured to slowly introduce more concepts. Just when I thought it couldn't surely get better, the black/white block swapping was introduced which added a lovely twist at just the right time :D Love the interpretation of big too bwhaha.
It is sadly possible to get stuck like this though, possible to escape but very difficult and it makes a super loud sound repeatedly when this happens. You get stuck between the line and the black/white changing blocks. Overall, love it!
Very cute and wholesome :D The music is lovely and I absolutely adore what you did with the background on the game's page. The art is sweet and the gameplay loop is easy to understand. The prerequisite isn't really clearly present to me, but the concept is nice!
I'd love to see more audio and visual feedback, for example when getting hit, or when you nearly miss an object having some whoosh sound play. The animations are sweet and the water animation is really pretty to me, love the vibes!
Overall I'd say this is a very solid and heartwarming game, thanks for letting us play!
Cute! Love that you did the art yourself, and the goblin's walking animation is so silly in the best way imaginable. The theme and prerequisite aren't really present sadly, at least not in a clear way to me except for a big horde. Furthermore, it is indeed possible to stand at the edge of the grass and swipe continuously with no threat of being hit.
For some improvements I'd focus on giving a reason for the player to do this, are they competing for a high score? A multiplier? A set number of kills per round? I'd also focus on giving some more player feedback to actions, like having a sound play when they slash their sword, have some screenshake when they take damage, some particles when a goblin dies etc. there's some great sources to be found when you search for "game juice". It'd help make the game more satisfying intrinsically apart from something like a score.
Overall, there's stuff to be improved but the character art you made is really sweet and you should definitely keep it if you continue developing this game!
Lovely! I'm a sucker for games like these, especially with multipliers, so this one is right up my alley. I'm not entirely sure how the theme of big plays into it apart from getting a big score or a big horde, which is cool too! I love how the prerequisite has been handled though, having to swap between the two to make sure you get power but also are able to kill enemies is interesting.
The juice is very nicely done too, and the powerup is insanely satisfying! The UI could use from extra flair, especially the end screen, to give the scores that bit of extra umpf. Having the background be a bit less repetitive could be nice too. Overall though, incredibly solid and super satisfying wave shooter :D
My score > 971660 / 2:29
So cute, as someone who's been getting into knitting lately and is making a scarf over the next few weeks, I got hooked. The prerequisite is nicely executed, though the main theme is not very present except for the fact that you can make a big scarf. It also becomes quite easy to spam the knit buttons, then spam the climb buttons and so forth on repeat without really any trouble, there isn't much of a difficulty ramp-up.
Adorable concept and art though, I quite enjoyed playing it :D
The type of game to pop into my head when I'm trying to sleep wishing I had thought of it, so well made and so clever!! The concept is so unique it's very enjoyable to play. No notes, just that I wish the game was longer because it's fun to play :D
Menu animations go so hard too it's crazy, solid first impression to have that be the opener.
The concept of this game, though not immediately clear to me at least (the tutorial doesn't seem to function), is cool! It incorporates the prerequisite excellently as you choose between charging, attacking or healing. Though the main theme is not very present I feel like.
The sound of getting damaged however is very big, it's quite loud haha. I initially thought charge meant charging toward the enemy, but it means charging up to do more damage, which wasn't clear at first. The tutorial would be very useful to have, though an indicator on how much damage you'll deal by attacking, with text such as "Damage x Charge", could solve this without the need for a tutorial.
The art style is cute, though it is a bit mismatched with the UI, some more cohesion would make this game feel more polished, as would some more juice and feedback. Overally I'd say the idea behind the game is entertaining, it's like a chess game but you're boxing, but the execution leaves some things to be desired. Sweet concept though.
The idea behind this game is lovely, and I had quite an enjoyable time getting a hang of the mechanics. I like that the first level is an introduction to reinforce the mechanics found on the main menu, though I did find that the second level ramped up in difficulty quite quickly, an intermediate level between the first and second would help ease this.
It also seems that after the green trampoline has activacted, you need to touch the red button again before it will bounce you up another time. This was quite confusing as on the third level I stepped on the green platform whilst I was big, meaning that the tube blocked me from going to the exit. I thought the level bugged at first as it wouldn't bounce me up again, and I restarted the game a few times because of that. Some indication on that, or making it so the green trampoline always bounces you when the exit is open without having to touch the red button again would make sense in this case.
I loved the level design, and the music was nice too. Some audio feedback and visual feedback when jumping, touching buttons, and the exit opening could elevate this game from already enjoyable to a solid fun game, nice job!
Solid entry! The art-style is very cute, the music is lovely, and the sound effects are sweet. I enjoyed playing it and it's a fun wave defender for sure.
It was however not fully clear to me how the size came into play, I was guessing it had an influence on your damage, small but deadly / big but weak, but there was no real indicator of any stats, despite these stats existing behind the screens as they are used in the upgrade tab. If that was the case, the use of the prerequisite is excellent too, but it is currently unclear to me. Some visuals for these stats would be cool. I also frequently found myself accidentally clicking on upgrades as I'd be frantically clicking to defend myself as the upgrade menu came up. Maybe a confirmation button would be useful.
All in all though I really like the concept behind this game, and its execution, who wouldn't want to be a frog.
