it was cool to see this one come together. super snappy controls and easy to understand what to do. fantastic for three days, i'd love to see additional levels, especially longer levels! (maybe a boost object or collectable to make that happen?). great job! i keep trying to get a perfect score... maybe one day :)
tommycom
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very fun puzzler! since kiting the enemies is so important, i think making the enemy dashes were a bit more forgiving, or making the player a bit faster would help the game feel more forgiving. i like how there are two phases to each level: puzzling out how to line up the goblins; and then the execution of actually kabobing them! the two phases makes the game feel more full and rewarding. and it really is so satisfying to kabob them. sorry little guys </3. the zelda music motifs were great
cool little fighting game, reminds me of the game footsies. this one aptly named! if you miss your first slash it's not gonna end well for you! i think adding difficulty levels to the AI, and starting out a bit easier would help with the pacing of the game. i would love to see a local multiplayer mode added! great work, feels quick and responsive, which is important for this genre
fun gameplay loop, but then it gets a little repetitive. i think some way to break up the loop of buy seeds>plant>collect>sell would help. maybe you have to buy new dirt plots? or maybe some plants need to be planted in certain soils? the intro sequence is really awesome! very cute and fun, nice job!
the level design is fantastic, i did medium and hard. i like how different parts of each level are useful for each ability. the sound effects are so funny and cute. i also like the hollow knight-esque dash animation. this was sooo fun! i'd love to see more levels :) i'd like to see the dash have an input mapped to a mouse click, that would feel more intuitive for me personally.
this is so cool, the mood and visuals are so strong. personally, i think the puzzles ramp up too quickly, a few more smaller ones would help with the pacing. i think making the shot hint a toggle (instead of holding down rmb) would be a nice quality of life improvement. there were times where i was close to hitting everyone but failed, and had to walk back to the same spot and figure out where i was aiming. one thing to consider would be to let the player stay in the same position if they fail a shot, or keep an outline of where the last missed shot was taken, to help players experiment and solve the puzzles a little easier. i have a lot of feedback because this game was AWESOME, great job! the puzzles really made me think.
the sound effects make this feel super fun to play. i played the web version, and the game didn't run very well, so it's good that you have an .exe as well. the hand animations are so goofy and fun! i feel like the enemies health could be explained a bit more, but it didn't take too long to figure out. this is cool!