I think I broke it
Tetragraviton
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I like TD and this one is pretty par for the course in terms of mechanics. I like that the attacks are based on how real fish attack. I had fun with it, nothing really felt too OP, however the whole game was a tad easy. I felt like I had more than enough money after round 10 or so. In the very beginning it felt like I had too little money to make any early game decisions other than what I could afford. The art could be improved and the sound effects from the towers get too repetitive if you have a lot of them, especially the pufferfish. I wish there were more maps and upgrades for the towers!
I like platformers, this ones fun. Needs a lot of fine tuning. The hitboxes are not good, they need to be more forgiving and that took away from some of the fun since it didn't feel fair, especially the areas where you have to dash through spikes. The backgrounds are great visually, the foreground looks like test assets to me. The controls are not intuitive, I don't think Z should need to be held to climb walls (I had to fidget a lot to even learn that you could climb walls) It could be just pressing up next to a wall puts you in climb mode, then you hit arrow away to exit climb mode or jump from it. Music was pretty good.
I like earthbound music but its stolen maaaan. Was kind of fun, I think the hook moves too erratic to feel fair sometimes. I get ms paint art funny but I dont like it sorry :( The motion and bubbles are nice though
I think the gameplay needs something for the player to work toward other than a score, maybe different obstacles cycle through on a timer
Never thought I'd play a typing game here, but here I am. And I'm not upset about it which is good. Got 37 complimented when I beat it, which is interesting because it sounds like you'd want a higher number, but the better typist you are, the lower score you'd get... Also I found you can spam spacebar with no penalty to catch the fish. Maybe there would be a delay of the line reeling in if you miss a fish to prevent rapidfire spacebar? Audio is quite relaxing, Art is great. Not much more to say, it's good!
Reminds me of old flash games haha. Needing to eat in between collecting the rocks was interesting. The hitbox to collect things seems a bit small, and hard to hit but not in a challenging way, more of a janky way. The levels didn't seem to add enough to keep it interesting enough to play passed level 3 where I died at (or went to another place). But it was alright.
Art was pretty good, had a consistent style that worked well. Story was good, the phishing joke was drawn out a bit seemed like, but it wrapped up well. Needed some music for sure. Also it does really need some sort of text speed up, because as a fast reader I was bored at waiting for it to slowly creep along.
Man this was fun, it reminds me of old flash games I used to play. Double jump mechanic is well executed. Level design fits mechanics well and is the right amount of difficulty. Could use more fishiness apart from the story and the character. I will say, and I mean this in the nicest way possible but level 2 music I had to turn down the volume it just is not good to listen to lol very dissonant and random note placement-sounding. Loved the ending.
I think I saw everything there is to see (even the lol, k). Story is good, and original and relatable in a weird way. I liked the cutscene art. Concept is good. There were a lot of grammatical errors in the text, and some things that were kind of weird like how you have to run to the right then back left to grab the bucket then back right again, which isn't great for a second playthrough (especially since a second one is encouraged to see the other ending.) Also the bucket grab is on Z but every other interact is X? The music I get is trying to set a mood, and it does, but also it kind of sounds like random notes on a not long loop. The fridge says its empty but the sprite has stuff in it! Just a lot of little gripes but I think they matter when the game presents itself as a short interactive novel experience.
Pretty simple platformer. I find some of the deaths the game's fault when the fish is getting stuck on ledges and things, and it is pretty frustrating due to that. The level design is probably the best aspect of the game, but I think you can sit down and tighten up some of the jumps more there as well. One of my main issues of the game is, well, all it takes is replacing a few sprites and the the game would really have nothing to do with fish at all.
I like that it's a unique form of tower defense! The upgrades keep me invested. Very cool that it was coded directly in HTML/CSS/JS, but on the same hand it does feel clunky like it was. The art is a bit hard to discern the fine details of due to the game window being so small. There were some visual bugs that resulted from replaying a game over,such as the red enemy staying on screen, and the stats disappearing/becoming harder to read but an F5 does the trick. It sure is fishy for sure. Could do with some music (If there is, it wasn't playing on my end). All in all, I had fun for about 8 minutes then it does get stale after a while.
Awesome! The virus mutate siren is very nice, and the pickups spawning in the beginning was needed for sure since syringes are ran through quickly at the start. Elite zombie is a good way to add more strategy to one's playstyle. The card pickup is a good reward for the elites. I beat the update on my first try, and would really like a hard mode! I think a hard mode would be great to have before it goes on steam because of the 2 hour refund thing that people do (ugh).
Ideas for a hard mode:
- After the 4 mutations currently it stops mutating... how about a stackable 5th one that keeps coming after you get all 4?? Could raise their cure tolerance (requires more bar to be filled)?
- Elites don't drop card drops and/or more elites
- Safezones get blocked off on a cyclical timer (this will force full map looping)
- Less syringe holders and 1/2 of healthpacks spawn as syrgine instead
Beautiful isometric game. I would work on a more involved tutorial system, since the first couple plays I had no idea what I was doing haha. Make it clear what the objective is and how to get there. I think it needs to be made more clear that roads need to connect everything as well.
one other issue it seems is that once you know a solution for the game that involves placing things in a specific order, you can just do that on the next game and the obstacles don't make each game different enough that you can't just execute the optimal build order. I think it would need some more randomness from new elements that disrupt the optimal build order. Anyway, keep it up
Nice midi music, aesthetic is great. That, along with dragging and bringing certain windows to the front encapsulates the old feel for sure. The bonzi buddy clone is funny. Really, all it needs is menu and more microgames, and I'm sure you know that, so I guess I'll give my own idea for player experience in regards to pacing:
Every 100 or so there should be an intermission where everything pauses and you focus on 1 boss window that takes 15-20 seconds to beat. When you win or lose that, everything continues where it left off. This way it feels like chunks of a gauntlet and you can introduce new microgames after each chunk and the boss can give you 1 life back for winning it.
Have at that idea if you wish. Anyways, I can't wait to see more!
Does feel like a 90's pc game for sure. And also I like the Gradius style power up system. The force fields are a smart way to make it so you can't breeze through it. Touching an enemy seems way too punishing as an instakill on you, even if you have shields. Enemy variety is very slim and it feels samey since they all break off of the d20, perhaps if touching an enemy wasn't always instakill, you could have more enemies that whittle down your shield in different ways. Also the rocket, turrets and even the drone kind of serve the same purpose. Maybe the turrets can be side-fire only and not auto aim and the rockets can be auto aim? Anyway I would like to see more from this!