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A member registered Oct 06, 2017 · View creator page →

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Sorry for the late replay, I haven't checked itch for a while^^"
But thank you so much for your kind words! Glad that you enjoy the new additions and that we didn't lose something in the transition^^ 

And also (belated) happy new year!

Sorry, we don't have yet any video walkthroughs of the game^^" Might create one later.

That’s exciting to hear, wish you all the best for the rework and bugs squashing! I'm definitely looking forward to see how this project will evolve.

I can imagine that! Getting into the top 100, against almost 6000 other games AND then also being picked as featured game, that’s a real achievement. But as said, I think your game absolutely deserves it! So, any plans to continue Phasing Puller?  Theoretically you just could just fix the bugs, add more levels and you would have a complete game experience. (heck I’d argue it already feels like a complete game with a beginning, middle and end)
No worries, I’d say it’s a huge improvement to our last gamejam endeavor and the reception seemed positive overall. Again, thank you for your kind words, just hearing that someone really enjoyed our game means a lot to me. gg!

 

Well, it seemed that this wasn't really a big issue for most players, haha. Congrats on being featured in Marks video! Was kinda exited seeing your game show up, well deserved in my opinion!

Thank you very much!

I guess we did something right, if you still enjoyed our game despite disliking that genre^^Thank you very much for playing!

Thanks a lot!

That‘s actually a good point, probably because I am not (yet) enough skilled in the game, I always eventually failed because of running out of time, so lives seemed a bit pointless. But your probably right, in the long run the lives system could definitely have it‘s benefits to balance and increase the game difficulty the further you get.

Just as the other commenters, I unfortunately have nobody to test this game with^^" That being said, I think the concept is really intriguing. Health, dashing and aiming being connected with the other player brings a lot of unusual strategy and considerations to a versus game. There just might be the risk, that every game ends in a game over, if the second player starts killing the other player, just to avoid giving them the win. But still a really neat twist on a tower fall-ish game!

The design of the cells and parasite is absolutely lovely. The mechanics took a while to get used to, but as soon as those clicked, it kind of felt like top-down web swinging. I found it really fun just swinging from target to target (and sucking out their life force of course). I think it would be even more interesting, if the cells had different movement and ai patterns, instead of just charging the player.

Cute game with very ominous music. Solid mechanic, but I got stuck at some of the levels, once because of a bug, in the other cases I'm not sure if I'm missing something to progress.

It was a bit hard to see if I was hit by enemy bullets or if I’m damaging the boss. Probably would help, if there was any kind of visual or audio feedback and the health bar was green and red for example. But I like this “thought of war” style of boss fight. Also, the enemies and attack patterns are quite elaborate for a game created in such a short time, nicely done!

(Also good that you decided to post some screenshots, those were the reason I even found your game)

 

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Love the look of the game, simple but sleek. Using the entire screen as a timer is a really neat idea. Gameplay is also good fun, starts out simple, didn't expect it to get that hectic at the end. Although I'm not sure if a live system is really needed, fighting against time was already a big enough challenge. Anyway, was absolutely enjoyable to play!

Story premise wise, this probably the most unique game I played in this game jam. Didn’t expect to see a game about fusing and murdering goats. And eating cake. Was fun to play, but a bit to much trial and error in my opinion. Probably would help, if you cloud see more of the level or some form of overview. 

The gameplay felt a bit to off hand for me (got the perfect walking speed, then I didn't have to press anything for the rest of the level). But I like the idea of playing as the dog instead of the humand (kinda a reverse Nintendogs haha) and the artwork for the game is super adorable.

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Think this is one of my top favorite games of this game jam. Using the magnet to attract and shot the puck just feels so fun and satisfying. Having multiple magnets, where you can bounce between also really adds to the game. The only thing I would improve on, is how enemies can damage you. Sometimes it just wasn't clear for me when I was about to get hit or not (mainly the small ones). But other than excellent game!

Thank you! Great to hear that the color coding for player and enemies worked as intended : D

Thanks a lot, glade that you also liked the visuals and audio of our game!

Thank you very much!

Simple but well executed puzzle game. I like that it's possible to move beyond the boundaries of the level, gives more interesting option to create (and there for solve) the puzzle. Fairly easy, but I still enjoyed the puzzles a lot.

Really nice puzzle game enjoyed it greatly! Would change the order of some of the levels (I think some of the later ones are better at explaining the chaining mechanic) but I think it’s cool, who many levels you were able to create within 48 hours. Also appreciate the more minor details, like to audio and visual feedback when selecting a planet. I think they enhance the game greatly!

Excellent concept, I can totally imagine this as the base of unique roguelike, where you are able to see all the rooms ahead, plan your route and use the movable rooms for your advantage. Unfortunately, sometimes movement just stops workings, so my 30 rooms run was cut short^^" Also the enemies might be a tick to aggressive, sometimes the only option seemed to be camping behind a wall and take them out slowly one by one. But I really like that adjacent rooms can give stat bonuses or support fire, really a neat idea!

That was really fun use of microgames! The quirky artstyle and the addition of the "optional" dancy minigame just gives this game a ton of personality. Never felt that frustrated, even when I had to retry some of the levels. 

Thanks, really happy you liked our game! 

Definitely more on the challenging (not to say, frustrating) side, but I guess that this is on purpose. Really gets your heart pounding, running through the level, unable to stop, risking getting hit every time you try to switch directions.

The hit detection maybe could use some more fine tuning. Sometimes it felt as I was hit by the ball when it shouldn’t have. Maybe it actually did hit the player, but in those situations, it felt a bit unjustified and overly punishing. But overall an interesting and challenging mechanic

Excellent puzzle plattformer! As others already mentioned, it would be really helpfull to get more time and chances to get familiar with the rules, when and how you can hook blocks. But after getting over this hurdle, the puzzles were really fun and mostly intutive. I also really like the minimalist (almost) 1 bit art style. Is kinda cute and oddly eery at the same time. 

The Mob possessions is a great and versatile mechanic! But as others already mention, the spikes hitboxes are just too unforgiving. Also, I think it would help if the game view was a bit more zoomed out. But other than it’s a well-crafted game.

Fun twist on the tower defense genre. Difficulty is way too low, never lost a single live. At the same time, there isn’t really a way to deal with the elemental enemies in strategic way. But not goanna lay, still was kinda satisfying demolishing all those enemies with the elemental beams. The visuals are very nice, especially really like how those mixed elemental portals look. 

Thank you very much!^^

Unfortunately, I had no one to play this together with ... but also worked surprisingly well playing it allow. And was also still quite enjoyable! Connecting the blocks and building stairs for you or the second character to use. At times it was a bit hard to attach the block precisely, because the characters are so small as well as bit too fast.  

Really nice character designs and interesting take on the theme, focusing it on the story rather on mechanics. Matching the correct sequences is a bit cumbersome for my taste, but I did enjoy the character stories you told throughout the game, as well how they intertwined with another.

Interesting twist on the tower defense genre. Difficulty seems a bit high for the beginning, it's a bit hard to focus on mixing the correct colors with the right angle. Probably would also help if the game over condition was a bit mor lenient. But I really like the art and music of the game!

Enjoyed the physics puzzles, connecting the ragdolls via draging felt really nice. Also the slow down is an excellent addition, physics based games can sometimes feel very chaotic and uncontrollable, but this helped counteract that partially.  

Thank you so much for your high praise, really glade you enjoyed our game!

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Haha, sorry for all the nagging^^" I'm gonna give it a try, interrested in seeing how it changes the game (but will of course I will not modify my review) 

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Cool mechanic! I like that your metal rock is your weapon but also one of the failure conditions of the level, interesting dynamic. But the random movement of the target makes the levels quite frustrating, I think it would help, if they followed a preset path.  

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Could totally see this game as something I would enjoy playing on my phone. Really satisfing finding the right combinations and also kinda relaxing. Only wished there was an undo button, especially with the larg boards I was a bit paranoid that I would lose at the end because of a miss click^^"