Yeah! Thank you for playing!
team_disposable
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Love it! That mode 7 garden path view is absolutely spectacular, well worth the many hours I'm sure it took to figure out the registers! Would play a lot more when there is a lot more!
-Didn't have a problem with the jump personally using a snes pad. I liked the physics, had a nice floaty feel.
-Not that keen on a shoulder button doing the heavy lifting for anything however, would have preferred a face button. But maybe that's just me.
Probably a stupid question but if it's having difficulties running at full speed, a common trick is to split the operations over two frames. If the original pico 8 version is also 30 FPS, do youthink if that was done in this case, it might be full speed in C? How far off is it frame wise? It's difficult to tell from playing it. It seems faster than half speed.
This is like the best sumo game I've played on the NES.
Good AI, feels like you can trick it. It could use variation in challenges and backgrounds, like a whole competition.
The art is good, the foreground and background especially. The player sprites are a bit muddy on my NES but you can clearly tell who is who.
I think there might be some bugs - if you go over 10 rounds you start getting tiles instead of numbers.
This was fun, thanks,
Really clean looking graphics although on a real NES with an RF connection the single pixel width lines can get a bit lost. Love the little start icon on restarting from the high score screen. I also really like the giant level counter at the bottom. Played single and two player, I enjoyed playing. Also the music select was appreciated and I thought its presentation was excellent.
Clearly it's a good year for new puzzlers!
Most authentic Sisyphus simulator I've played. I've completed it twice on casual - I was wondering if it would be easier the second time but I guess rolling that boulder up that hill brings a fresh set of challenges each time :)
The physics are rock solid, the graphics are great. I do think the wind is non-obvious at first but it works.
I tried to think of it as a puzzle but it looks so good I think I just wish it was more of an action platformer, and that the boulder mechanics were an enabler more than a hinderence. I totally get what you've done with it though and it's a perfect execution for it. Crazy impressive you invented a programming language and wrote a computer for it too.
The art and coding were obviously excellent on this, and this also has my favourite soundtrack out of the compo, and there were a lot of tracks as well! The presentation generally was fantastic. In terms of the game I played this both solo and with someone - Solo it didn't quite gel with me but I had a good time two player.
The below is all considered to be constructive so feel free to ignore it if you wish.
This is difficult to review, because it feels like you're really on to something here and when you glimpse it, it is spectacular, but we were discussing it while playing and it feels like something is missing from this version.
While we played, putting down lines or collecting food was fun but there was no threat for player 1 (the unicorn). It was like it lacked a sense of urgency. It felt like there was a twist on this where the unicorn was being actively chased, perhaps pacman style, and player 2 was blocking and/or helping them somehow, that would be extremely addictive.
Oh, and I really liked the block shapes as well, I thought they were great.
I look forward to seeing what you do further on this
Great palette choices and in game graphics. Loved the humour, the brain boggling part made me laugh out loud. That transition between the book-world and the real-world where you just casually throw out a full screen hblank scrolling shimmer - love how suitably underplayed it was. "Oh what, this?"
I look forward to playing more. Probably the only constructive criticisms I have are a) I do feel it gets very expansive quickly which without a map, is confusing and b) that your title screen maybe slightly undersells the game inside? But that's a nice problem to have!
There were moments where I got in to the flow of things and it felt great, I can really see what you're aiming for.
The one bit that slowed me down was the having to pick up and fling items, which felt a bit of a chore - but I could just be doing it wrong. I think maybe it felt more limited because unlike this huge movement set, it was conversely more limited what can be done in other games, where you can pick up and hold on to an item?
The great range of movement you've built would seem to me more of a natural fit if the challenge was traversal rather than trying to shepherd a key across a level, if you know what I mean. Like, hit a button in an obscure place on screen, which you need to use your gymnastics to reach.
I really enjoyed it and I look forward to seeing what comes next!
Thank you! Yeah Zoliononline knocked it out of the park with the art. The weapons are meant to be all equally viable - if you have a minute let me know if you feel I've nerfed any of them instead. And having checked out your itch.io page can I just say holy s**t do you have some cool projects! Thanks for commenting!









