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squidpizza

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A member registered Jul 26, 2019 · View creator page →

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Very compelling and one of my favorites so far. Definitely the most interesting decision points were between multiple "bad" options.

While fun, I think the aiming reticle should be more obvious, and be less sticky once there's only a few balls: Running around trying to shake it at the end is pretty unsatisfying.

A very interesting concept with excellent presentation, but the gameplay is pretty unexciting.

The glitchy environment made it very difficult to focus on the gameplay, and I don't like that you can accidentally trap yourself summoning mini-slimes. I do like the double usage of 'role reversal', though, and conceptually the game has lots of potential.

Lovely atmosphere, but I found the gimmick of looking through the speedrunner's view equally confusing as the monster's since everything is still mostly-the-same walls. Maybe a noticeably different pattern to the walls in addition to/instead of color, or a central landmark usable as an orientation tool.

Core concept has a cute arcade feel to it, but I think the moment-to-moment gameplay is rough around the edges. Falling as the crown is the less interesting part of the game but consumes so much of it especially if you miss; a way to fast-fall would be ideal.

Has a lovely arcade feel to it. I think a way to charge/just tap the ball would feel good, but even without it the game feels great to play. Definitely the most relaxed I've ever felt while being chased by a black hole.

I love the concept here a lot, the idea of using gravity physics to guide something fits very well. With that said, I think the controls are doing a disservice to the game; the planet feels very floaty and needs to come to a stop more easily in order to not spin out of control. Multiple times I lost track of it after it moved off-screen.