Thanks for checking it out! Yea I quite liked the concept, but, yea I think it'd have to be really expanded upon and reworked in many ways to really feel good, who knows, maybe one day I'll come back to it.
TheChronicPhenix
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First off, great work, very fun, very difficult, and creating a procedural dungeon generator in 48hrs is insane, and other than lacking a menu of some kind this game is quite polished, big fan of the artwork. Other than the afforementioned menu, I do feel like perhaps the player should have some added level of control even just a little bit, be it perhaps a short dodge mechanic on a timer, or the ability to hold down one of the mouse buttons to halve-movement, something along those lines I think would help a lot especially when wielding the missle (or heavy?) gun. Seriously impressive work, and great entry!
Man this game gets deep fast, really captures the essence of the dark days that mental illness can often bring. The art is fantastic, the expressions tell a tale in of themselves, and I quite liked the setup of trying to tend your emotions like a garden, I would say that perhaps clarity of player action would help a bit, as it feels a bit like as the player you are doing something wrong or not understanding a gameplay mechanic, rather than conveying the sort of message that the "right" choices don't always lead to a good outcome. But, man I struggled to rate this game's level of "fun" XD Seriously though, great job, not only on an interesting game, but, a really interesting depiction of the struggles with mental illness!
Quite like the visual style, solid presentation, and a good core mechanic, the wrapping screen helps a lot to alieviate issues that many "lose input as you go" games have struggled with this jam. The only things I'd mainly say are one, the powerups spawn far too infrequently, and two, I feel like there need's to be something more going on, the pace feels to slow to be a survival-styled bullet hell, and yet other than the powerups the player has no meaningfull interaction with the enemies who just sort of wander about themselves. Perhaps a mechanic to lure enemies into damaging each other, would add some risk/reward gameplay to it while keeping the slower more strategic pace. Overall, quite a solid entry and there's definitely a lot of places you could take this project!
Interesting concept, I quite like the risk/reward mechanic built in to leveling up the characters, having a bit more view of your surroundings would be a welcome change, as well as having the characters with directional attacks face in the direction of their last movement and attack that way rather than reverting towards facing down. Overall, a solid entry!
Just a very nice experience, love the presentation of the art and sound, particularly the art, something about style and shadows really worked. Only thing of note was that if you map a key to a specific control you can't remap it, it'd be nice to be able to do that for at least unused keys. Otherwise really enjoyed it, the core platformer gameplay feels great!
Fun little platformer, the core gameplay is a bit rough, the physics are a bit glitchy especially with the jump pads, and not being able to turn your character or pick up things from the left is a bit odd, but, it is entirely functional, and I enjoyed exploring about and finding the two different endings, I could see this idea being expanded upon. Solid entry!
Interesting game overall, though I think perhaps the player loses a bit too much control, having some way to influence movement, like a dodge on some sort of timer would still leave the player mostly at the mercy of random movement, but, give them a moment of control to allow them to dodge the turret shots or get out of a swarm of enemies. Definitely liked the presentation, there's a nice weight to the actions and impacts in the game. Solid entry!
Pretty tought but solid platformer, the level design is great, well built around the water mechanic and a great difficult curve, only thing I'd mention like a few others have is the dying when swimming down, perhaps the ground spikes when swimming could have their collision zones toned down just a bit as well. But, overall awesome job, would definitely like to see more of this!
Yea either expanding the world a bit to give you a farther view ahead or slowing it down would help a lot, it also doesn't help that objects can spawn anywhere on the globe even right on top of you, definitely something to look into if I continue with the project. Thanks for checking it out, glad you liked it!
I would believe it, obstacles spawn randomly across the surface of the planet and there's a limit to the number, so it would be possible for it to cap out and you to find an uninterrupted line, definitely something to modify in the future if I continue work on the project. Thanks for checking it out!
Absolutely nailed the presentation and style, really interesting idea, haha man it's one heck of a challenge just trying to remember what keys do what on the fly as you're trying to reorient them, much less also platform. Definitely need some solid multitasking skills to get it done, but, it's a good challenge. A great entry!