I was a little confused about how the mutations worked, but once I figured it out it was pretty fun! I wish the time controls had a hotkey since it was a little tough to manage the watering and keep all turtles at bay when I had to click the time controls directly.
Surge
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The main mechanic of bouncing the shells off the wall is really fun. The first few runs I had no idea what was happening but I had fun just pushing the shell around. Once I figured out how to actually get the gold it was a lot more fun, since I could actually plan the best route.
Having to work around the other player is pretty interesting, but you can get really screwed over. I was robbed of my best run :(

This was a lot of fun, I think you could really push this concept further
Fun little game! I like how many unique sprites there are for each enemy. I got completely overwhelmed once the tanks showed up, I was too comfy just whittling down the early enemies so they drove right past. I like that you can inspect the enemies to see exactly what their weakness is, it just needs like a little graphic since it’s hard to parse when it’s a list of numbers.
I’m glad you liked it! There’s just one more level after that one. Based on the timeline in the screenshot you’re pretty close to the solution already!
You just need to let go of the wall while you’re climbing to fall onto the button, then figure out a way to get back. If you use the speed boost while you’re climbing you won’t go around corners like normal, it’ll fling you in the direction you were going before you reached the corner.
I was really impressed by how clear you made the mechanics with just the UI, you don’t need a tutorial you can just jump into playing. The animation that plays when you’re swapping the little guys was so satifisfying, I tapped the button along with the music while I was thinking of how to solve each level. Really cool puzzle game!
I loved the art! I laughed at the detailed closeup of the fly(?) when you first pick it up. Everything up to that point had been so cute and then that thing appears on the screen. Letting the player jump in the air was a smart choice to make the platforming more forgiving. Great game, it’s crazy you got all this done as a solo dev!
The complete lack of instructions was actually kind of compelling. This game had a vice grip on my brain, I really wanted to understand. I spent a long time mouthing out sounds like a toddler learning their first language. It was cool figuring out that it was meant to be read right to left, but I was stumped until I read your comment about semitic words having inferred vowels. I’d love to play a full version of this with an explanation of what I’m actually solving, I felt like I was brute forcing a lot of the words. I also cheated a bit by looking up what assimilation meant in phonology :)
Cool game, I liked that each tool had it’s own type of input. The art and music worked really well. I had a lot of fun but I don’t think my guy’s keeping his medical license. All my patients died, but I had a fridge full of limbs at least :) Also the knife sticking to the board was a nice touch, I had a bit of fun trying to get a bullseye from across the room.
I liked the art, the characters were really charming! It was a little hard to tell how to stablize the patient and which mutations you were meant to use. I had a funny moment where I was carefully monitoring the temperature and then panned the camera to see the guy already dead on the floor, gave me a good chuckle. Also props for releasing a game that isn’t in your native language. It’s hard enough already trying to write clear instructions without having to worry about translating it!
I had a lot of fun with this, it was really addicting. I liked how every upgrade had it’s own visuals and that the soldiers each had a little variation. I played through the whole thing and unlocked everything, I really liked tinkering with the squad equipment. With games like this I think it’s tough to get the balance right to keep it from getting tedious but I think you nailed it! :)
Yup, it was definitely meant to be clearer what effects you were getting but we had to leave a lot on the cutting room floor because of time constraints. Each potion has a negative and positive effect, the idea being that you’d know the positive effect you’re getting and would adapt to whatever the negative effect was. Right now it’s a little crazy since you don’t know what you’re getting at all!


