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Sweatix

12
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2
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A member registered Jul 18, 2017 · View creator page →

Creator of

Recent community posts

Thanks! ^^

Thanks for the feedback!
We had many more ideas for the game, but we were not able to get it implemented in time. Glad to know that you liked the concept!

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Thanks for the feedback. Yeah, the initial idea was to make doors you could only pass by splitting, but as time went on our focus was shifted to the enemy design which favoured a larger split-distance. We came up with a redesign of the doors to remedy this issue but it was not implemented in time. With regards to optimization, you are right - the game runs poorly (especially the cutscene).

Thanks again for the feedback!

I see what you were going for but without an indicator for when the switch happens, the gameplay feels annoying rather than satisfying. Additionally, the spikes are too high; you can walk onto them. Nice character art though.

Nice idea. I found it a little chaotic though. I couldn't quite figure out how to set up my lasers to kill the mines but allow the green nodes to enter. But good concept

Very nice concept and execution. The camera is a bit close in my opinion, but other than that it worked wonders.

Yeah, some dark ambient music would have been good to have. Thanks for the feedback!

Thanks for the feedback. Yeah, it's definitely missing some UI elements. You have to go through the door in the bottom of the first room, but the objective of the game has not been explained in any way so it's understandable.

Thanks for the kind words ^^
I totally agree with your suggestions. A save system with checkpoints was planned from the beginning but was put aside to focus on level design and gameplay mechanics. I'll have that in mind for the next jam :P

Great idea, poor execution. The car is really hard to steer at high speeds (which is, of course, realistic).

You really nailed the 1D-movement. The acceleration and dash feel great.

Which is why it is so sad to see that the game is so hard in the beginning. An easy introduction would've been nice. Otherwise, great job.

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The soundtrack is what makes it great.

The dual-purpose mechanic is also nice but it hurts that the velocity of  the recoil-induced motion is determined by the player's distance to the mouse. Also, some score multipliers, powerups and effects would be nice. It'd give it a great arcade feel.

Oh, also... missed opportunity to call it "(Cubed)³" for that sweet mathematical pun. So close >.<