Horrifying...
TangledYarn
Creator of
Recent community posts
That was awesome! I could definitely see how this gameplay was inspired by FNAF. Have you seen the game Iron Lung?
Had a funny moment where I thought you would need the tape for the busted pipe, but when that didn't work I hit it with the wrench and it got better :) I wish the camera could move a little faster and a few of the objects had labels, but really great experience. Very impressed it worked so well on the Web version!
Awesome concept! I can see this being expanded on in really fun ways, you've got a great system set up here. Maybe add some more delays in enemies appearing in lanes (e.g. swap up which lanes have enemies in them) to spice up the arrangements going on every now and then, because one of my favorite parts is the winding-down at the end of each wave as lanes slowly finish.
Very cute, although I made some terribly disorganized fences along the way! Would love to get either more free interactions with the animals or more visual indicators of their interactions, so that I could get a better sense of the differences between each type. Looking forward to seeing your expanded content!
Very interesting! The idea of "ordinary" interactions for characters as skills is a neat concept, although I think I got stuck at the "House's sturdy exit door" with perhaps the wrong skills equipped? Would love to see some of the elements tidied up to leave more room to enjoy the mechanics and story- maybe things like smaller layouts and adjustments to the camera perspective?
I feel bad for causing so much chaos... great work! I wish there were more potential routes to clearing the levels, and starting on certain routes simply locked you in to downstream routes, rather than a lot of options not being feasible for a particular character. Cool concept overall, and would love to see it scaled up into more of a real-time setup!
Haha very fun gremlin noises! Like the concept a lot, and would like more difficulty from obstacles / pathing / cars for harder levels rather than just timer pressure. Also possible small bug where the game appeared to still be running when time ran out, so the aliens could finish destroying a building and turn the lose-screen into the win-screen.
Snazzy music and different songs really helped with the replayability! I wonder if some of the objects have a lingering hitbox or there are some of the shapes that are invisible- I'm noticing shapes occasionally seem to break against nothing, and on rare occasion I also seem to die when there is nothing near me.
Neat, I like these simulation type games! Cool style all around, although perhaps I added a few too many spots at once because it slowed down a bit. Maybe a little more die-off to help optimize performance? Cool to see the sample images to see what's possible too. Would love to see if you can either add in objectives or maybe multiple cultures at once so we can more easily compare what the settings do as we play around with them!
Really cool concept! It took 2-3 rounds before it became intuitive enough to use right/left clicks for the colors. I do wish the patterns went from the front of the enemy ship to the back, rather than from the back to the front- feels more natural to read that way when we are flying around in all directions.
My penguin got "unassigned" :(
Awesome game and concept, lots of polish too! It seemed as though sometimes penguins would stop their assigned jobs (like drilling) both at random and when the iceberg took damage- I wish they had a little grumble icon or indictor when they stopped work to lean into that "temperamental penguin" bit!
Lot of little elements that were nicely polished, cool little animations and effects all around. There's some good fun in this mechanic! Took two rounds to realize what the timer was for- wish it also indicated the full time until the shots landed, currently there's a brief pause at zero while the missiles come down.


