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Sr Secret

9
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9
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A member registered Jul 20, 2022

Recent community posts

Really like the dynamic of having to balance between being away from enemies where the pattern is simpler to read and being close to them to tag as many pellets as possible. And modifications add to this balancing dilemma by introducing more things to think about while in the slow-mo. This game is simple, sweet and fun. Amazing job

p.s. i hate wavy so much I lost my run to it so many times aaaaaa

I have played opus magnum recently actually, it's really fun, but anyway. A level editor competition could be fun and I would 100% compete. learning from opus, more colors make things very complicated, so I think it's better to stand with 2 colors for now

one thing - I can not understand the system behind bullet travel. I tried to understand it, and when I thought I have, I died when I took a deep breath on orange. I have no fucking idea what the color of the line means. I have no idea what it does and how it changes. Please, make it more obvious. A fucking pop-up text would already be great

I think that the biggest thing for me would be some sort of level sharing platform in game. Being able to view other's levels and compete in something, maybe time, maybe blocks used etc. would be really fun.

I also think that making every block output something no matter what could be interesting. Like, trying to shrink a  white 1*1 with a black middle spot would give give a full black 1*1. Maybe the block that assembles pieces will also shrink them if necessary? You get the point, not giving out the raw input is cool. Because, once you laid down some rules on how things change and when, you allow these rules to be abused for unexpected puzzles. Inspired by that one portal level where you use that fact that the cube dispenser destroys the cube when activated to unpress a button

Also yeah, more colors could be fun, not sure how the inverter would work or how they would interact with each other, maybe by going around the color wheel?

Amazing work, the graphics are visually pleasing, SFX are good, music is a bit simple, but I like it. Map layouts were hard to understand due to similar texture work everywhere, but it was fun being lost and trying to find the way forward. The gameplay is fire. Circle strafing around enemies to avoid damage is always fun, no matter the genre, and the inclusion of melee enemies and stationary crystals made this loop even better. Dropping health on a sword kill is also really fun, as it allows to just rush into a group of enemies without any care, since all the damage you would take will be quickly healed back. The time displayed on the level in the menu always shows the fastest run, without accounting for the % completion. It would be great if there were two times - any% and 100%. 

Porno is good too, posters and the extra scene are nice, good job

If you were to opdate the game - add more buffer frames to the jump, it's very frustrating to perform a triple jump without them

Such a sweet game. Simple graphics, gameplay, music - you love to see it. Really appreciate the respawn time being so little, perfect for keeping your flow going. Had a lot of fun playing the game in the wrong ways - the hitbox for spikes doesn't cover the whole block, so "spike jumping" was possible which made some levels into fun precision challenges. the gravity mechanic is good, not much to comment on it sadly, it was used well and chaining multiple gravity thingies to build speed was a lot of fun

Amazing game, really liked reverse engineering the problems. The art style is very nice, fits the tone of the game perfectly, OST does stimulate my urge to solve things. Wish there was like a level editor or some other way to spend more time with the game. Add some fluff on top and this game could be placed on steam and perform pretty well IMO

I really like the fighting system! Really want to experience more of it!