This was super cool! Full of super inventively creepy set pieces :D
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i love the art in this game, especially the environment art! super cool. It's been a really long time since i played but it reminds me of Aurelion Sol from league of legends c:. The jump in this game felt very unrepsonsive and i felt like i couldn't run away from things or position myself well. Also i like the intro arts.
This song is a banger! Great mood and fun enough that i played for a while. Reminds me of Montaro. I think it's important in dodging games to make sure the player is small enough to weave in between projectiles, or to give the player an invincible dash, so that they don't end up getting trapped by the random spread of projectiles. Also, the movement should be 1:1, instead of accelerating, so players can make precise movements to dodge stuff
there were a lot of creative physics things going on here. I especially love how the verticality of stairs matter more here than usual in games of similar mechanics & perspectives. Very fun! I'll keep my eye out for updates :D
I got stuck in this spot in the fourth (fifth) level?
I'm really, really in love with this music, and I think the slowness fo the character gives you a reason to try to solve the puzzles instead of just doing trial and error. I also think the slowness goes along well with the music.
However, I tried for a long time to notice a change in the music associated with each door, and i didn't hear any, so i did end up just guessing.
Very good level design! I had to criss cross each area multiple times and encounter hostile enemies before making them un-hostile, and i managed to keep track of the whole area pretty well even while it was changing. good joB!
I really liked this one! I could definitely play this for a long time. I think if the enemies behaved more predictably , the player could have more fun strategizing about every move. This reminds me a LOT of the type of gaemplay that makes Crypt of the NecroDancer one of my favorite games, and that one thrives on the pedictable patterns of the enmies, and the less predictable patterns you have to figure out on the fly when they're combined. Keep up the good work!
I love the art and music in this game! Super cool mechanic with the wolf following you in the dark. Cool design to have the player figure out the map layout with their torch lit and then rely on memory when their torches go out. I think if the torches had ~twice the radius they have now, and the player had the current, small radius of vision when their torch goes out, they could have a real chance at surviving in the dark while it would still be super important to have the torch light. Also, super funny puns and quips. Great work!!!
nice! impressive that you did this in 1 hour! I got two comments: in a game where the player is constantly shooting, it's really good to have multiple shooting sounds, otherwise any noise will get annoying, and, in a bullet hell or shmup it's really important that the player always has enough space to manuever around and between bullets, so that avoid projectiles is interesting and challenging but fair. Check out Enter the Gungeon for one of my fav examples o that. Good work!
Wow!! sucha good platformer! super challenging but it had tight enough controls that i was able to handle it. Awesome job with the level designs, they had some good and interesting patterns in there. The level transitions are very very awesome. Super stylish game. would chip again
wow you got a lot done! a whole bunch of different enemies, NPCs, upgrades. I love the music and the user of the limitation colors. I died to one of the alien guys x-x rip me. Great job havingseveral different enemy behaviors!
Pretty low-tech as far as tech goes, but pretty heckin' good as far as good things go. Impressive layered music, wonderful pixel art, love that struttin clay man. Cool menu and start, too. I love how the colors progressed from the beginning to the end; it was a super clever way of using the color limitation and worked really well. 10/10
Adorable characters, great shooting pose. and i like the concept! i think the camera needs to transition smoothly from normal to aiming. Check out hyper Light Drifter or Akane for good examples of this!
i love this style of this game SO MUCH. Cute af wobbly robots and super rad mosaic tiles. The style reminds me a lot of ART SQOOL. It was super hard to control, tho. The camera was very trciky and i couldnt see where i was walking most of the time. It was hard to tell if i was picking things up or what was what or how to use the machines. SO CUTE THO
fun game! Slick minimal art & use of the colors. It's smart to have the projectiles expand as they move outward, so it isn't too hard to aim at the edges of the screen. Only thing I'd change is remove the momentum on the defender piece. It's hard to aim precisely when it's sliding. You could check out super hexagon for an example of the same control scheme with good sensitivity and weight. Good Job!
haha very fun art style. I loved the win screen. I think it's a nice touch that the balloon is super far and you don't know where it is - it makes it so part of the game is finding the balloon in addition to hitting the mark.
That was a fun brain teaser! I thought really hard up until the last one, did the first bunch in like 45 clicks, and then ended with 1337 for the last one haha. I think not having a reset button forced me to think carefully about how to reach each number. good job!