Cool little escape room with some fun puzzles! Ended up needing to use the hint on the last puzzle, but otherwise the rest were pretty intuitive to figure out naturally. The poster for the last puzzle being in the room before had me confused for both puzzles, thinking that the poster was needed for the clock-like puzzle because it was in the same room, and didn't realize it was for the last puzzle in the room after with the maze. I think hiding the poster somewhere within the maze would've let me reach the solution naturally. The textures looked a little weird at times, especially in the maze, I wasn't sure if there was something within them I was supposed to find for a puzzle or if it's just the way they're meant to look. The background music also stopped about halfway through my playthrough.
twixchexmix
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I liked the atmosphere and setting of the game, felt like I was playing a more cynical and realistic Wall-E. I wish the camera weren't tied to the movement, which felt a little slippery at times and made pushing blocks a little finnicky. Not gonna lie I wasn't expecting such a depressing ending, but I guess it's only fitting given the setting and story. The ending shot being the same as the title screen was also pretty neat.
Very charming game! Feels like a classic platformer from the story to the helpful sidekick with powers and the Paper Mario-esque sections in the Pirate Bay Cosmos. I also really like the way mechanics are introduced to the player, and the music was really nice too. I did notice there was no music in the Pirate Bay or the Full Metal boss fights, and in Little Big after turning big the previous song kept playing on top of the new song all the way through the boss fight. I also wish the catapult attacks wouldn't have a hitbox even after it's stopped on the ground, I had to just wait till they disappeared to continue. Otherwise great game, an impressive amount of ideas and content for such a short time span!
Pretty cool game and I'm a big fan of the artstyle! Having to shoot low and up were interesting mechanics that I could see further explored with levels if the game were longer. I wasn't exactly sure what was happening in the pixelated videos early on though, and there was a time when the screen wouldn't move to the next room because I had to jump on top of something out of view of the current screen. I actually didn't mind the ladder transitions, reminded me of the original Resident Evil with their door animations haha, and the overall vibe of the game was cool!
As others have said I was also unable to move or shoot in the boss room. I like the core gameplay a lot though, I'm a big fan of twin stick shooters but I think it would be nice if you had a cursor when being played with a mouse, aiming was difficult without one. I also think the text speed could be a little faster, or if you could load all the text with E instead of immediately going to the next line of dialogue. Finally I liked the music, but the main theme in the arena is a little short and sort of faded into the backgrounded after a few loops, and in the boss fight I could hear the song from the beginning of the game playing as well as the boss theme.
Absolutely loved this game, super fun and a genuinely good speedrun game! I was gonna mention the bugs but it seems you're already well aware of them, but just to add something that I haven't seen mentioned, the jump pads in the final couple levels have a similar issue where the jump height isn't static, so often times wouldn't get the intended amount of height based on y velocity, positioning, and other things. Also I felt like the red balloon pickup didn't add much to any of the levels, but the other stuff with the balloon made for a ton of replay value, to the point where I was replaying levels to try and optimize for a faster time. That's also a testament to the solid level design, which had an obvious intended path but allowed for room to mess around with the bugs for different routes. I recorded my speedrun of probably the level I spent the most amount of time in, and my favorite, level 14. Impressive work!
Is this a duplicate submission of this game? https://esantiago.itch.io/isolation
Neat little RPG, I'm a big fan of time travel stories so I was pretty invested, shame with the version that got uploaded because the little cave with the witch and going back looked interesting, and I like the idea of having to manage depleting mana/energy every night with a bit of resource management. I noticed many grammatical and spelling errors, but the dialogue itself flowed pretty well, nice work!
Ok I gave it another try and knowing that made it so much better, managed to survive 140 seconds before dying which was a huge improvement haha. Really appreciated the sound cues, I think if they panned based on the direction the guy is in that would add another layer of strategy. I did have a stretch of 15 seconds or so at the 60 minute mark where he wasn't spawning at all for a while, but he came back eventually, and earlier on there were a couple times when I saw he had spawned in a different direction before the one I was looking at disappeared. But otherwise had a lot more fun with the bunker part, I would try to finish it but I am absolutely awful with jumpscares lol
Loved the general atmosphere with the art and sound design. The character felt pretty good to control too, which made me a little sad that there wasn't more when I got to the end. Really see potential here with a very solid foundation already, and despite how short it was the ending felt surprisingly poignant with the zoom out.
Beginning forest section was pretty hard to control because there was so much motion blur while moving or looking around. And I'm a little confused by the bunker part, as I could only change between three directions and a closet of some sort, none of which really did anything and I would die after a short few seconds every time.
Cool game! The simple art had its own kind of charm to it, and I really liked all the secrets with different routes and trinkets. Also liked the sound effects and music, especially with the buildup with additional voices being added as you progress. My biggest gripe is with horizontal hitboxes, as they feel too big for certain spikes, extending past the actual sprites. The countdown after getting the last battery part is cool, but I think a steady countdown would've worked better than the sort of random beeping. Took me a couple tries to get the good ending, but it was pretty fun, and I enjoyed the mysterious bunker stuff and the small shortcut it led to.
Solid game! Love the look of the game and controller support. For feedback, like others have said the jump is very floaty and the character felt a little slippery to control at times (mostly when trying to push blocks), and the health still depletes while paused. Also noticed I couldn't navigate the pause menu with controller which wasn't a big deal, and jumppads were kinda wonky which let me get a huge boost and go out of bounds lol.
Woah, not sure why that's happening, I tried to reproduce it but it wasn't happening maybe because I'm not spamming jump fast enough. And yeah the platform collision is a lil janky, we didn't have the time to get around to fine tuning it unfortunately. Thanks for playing though, and congrats on the first speedrun world record of our game!
Cool concept, I like the idea of the clicker type progression game with the time constraints and resource management. The production needs some balancing variance though, as everything seems to produce at the same rate, which gets to be an issue because the lowest base materials you need to build many of the other resources becomes a bottleneck (carbon was a big one for me, but water and electrolytes as well since those also serve as possible fail conditions). Also, having planets that are the only place to get certain materials explode with no warning meant that the run was over at that point, even if I didn't realize it yet, and sometimes I would travel to a planet but just before I arrive get there it looped over and would result in a much longer travel time. Finally, after failing once when I press start game again I just meet a blank screen and had to reload the page to be able to start a new game. Overall, fun game with cool ideas, but needs a lot of polish and fine tuning to make the ideas synergize.
Fun concept and cool visual effects, but flicking away enemies so they actually disappear felt pretty inconsistent, and I had no idea what the things I bought in the shop did. After game over, I could also still hear the enemies colliding with the character and could still click the character to get more viewers. It also got insanely difficult with a huge swarm of enemies spawning in at the same time after around 13000 viewers or so, and like someone else said, the title cards were pretty hard to read. Overall pretty fun game though!
Charming art and pretty fun, Overcooked-style gameplay, though I don't know how well it fits the theme. Not sure if the view count is just randomized after getting 13 vials as I got 22 mil the first time and 21 the second, or if it's based on time or something else. Also wasn't really sure what the double vials upgrade did, and the extra supplies upgrade doesn't really help that much. Maybe if the process times for each device took longer, but as is even without the upgrade there isn't much time to grab materials and have another one cooking. I can easily see this being expanded upon with more upgrades, processes, and things to make, like grape soda perhaps?
Feels more like reading the transcript of a self care video than a video game. I'm not against the message, but there isn't much to the story other than playing as someone who is holed up in their room, voluntarily isolated from their family, and involuntarily with their friends who exclude him, with no change or resolution of either situation. The text scrolling speed is a little slow for the dialogue while the way the text is printed in the inbetween sections makes it a little hard to read until everything is printed out. Finally, there's random episodes of Cartoon Network shows playing on the TV? which I don't think you can do without the rights to them.
Cool idea and very striking art. Wasn't exactly sure what I was supposed to do in most of the sections, I was just saying AAAA into the mic while walking around to see if anything happened. I was also stuck in the room with the bar for a while where it was almost full, not sure what I did but eventually the last little bit filled up and finished the game.
Love this game! Super interesting idea based on the theme, and actually had me a little stumped to figure out how to get a higher score. Still can't get three stars on Herd Power lol. Only thing I wanna mention is the rng element of waiting for animals to move to a specific area for optimal lines, but that was only relevant when I was trying to really optimize the scores on some levels.
I like the title screen a lot with the balls in the title, and the core gameplay is cool enough to have to get used to but still interesting. I think visually being able to see the separation would help as there would be times I'm not sure how close they can get and end up getting hit, as well as the hitboxes for some of the obstacles not being very clear. Also there were times when you simply cannot avoid running into an obstacle because of the spawn positioning. Got a high score of 700!
Nice art and cool ideas with the plants and the tone and art shift in the battle zones! I did encounter the wrong dialogue showing up when heading down near the end, and even when the game is paused the blue flower turrets still fire. Also would've liked if there was a way to refill your health, either in between battles or during, and the turn off gore option is not functioning, but otherwise pretty cool game!
Fun simple top down shooter, got really hard at round 9 on hard just getting overwhelmed with the thin and fast enemies. I think having upgrades that change your attack, movement, or enemy behavior would keep things more interesting after a few rounds, but pretty fun game! Also the Call of Duty Zombies round start sound made me laugh haha
Cool idea but rough around the edges. Didn't have enough time to read what the event was in the street sections, and I wish I could see what items I picked, so far I only see the item picked at the start of the day, and there's no way to read what it did afterwards. Also wish I could see what kind of rng minigame the event would have, as picking the right box one is much more difficult than the coin flip, which I wish I could pick yes or no after winning instead of yes automatically if you guess right on the coin flip. Overall I like the idea of stat management with random events and choices you have to make, but the game is not very clear about a lot of its mechanics.