Interesting concept. The letters truly were creepy. Not sure if there wasn't sound or if something wrong on my end, but I had nothing. Also, as a helpful tip, the cursor needs to be unlocked after the game so we can select the UI buttons to restart; that is why we couldn't click on anything as the cursor was still controlled by the first-person character.
Weenie Walker Games
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Fun relaxing experience. My only issue was that I couldn't always tell which was the newly spawned tree to then click on. Not sure if you had an indicator but one would be helpful as I tended to get just a big forest going and then had to randomly click. Definitely took the idea of every tree needs a friend from Bob Ross to heart! Great job!
Thank you for the suggestion! Something in the "real" world too would be cool too. My initial thought was to have the ability to swap between worlds when you didn't have a package, but make the real world navigation slower. However, if it was more difficult to cross the street or something and forcing the player to almost obey traffic rules (that they could ignore in the Underworld), that might work too.
Thanks for trying it! Yeah, they do sort of follow you, but I purposely made them really slow and easy to avoid, but I'm starting to re-think that decision as I move forward expanding this game. I didn't necessarily want this to be a zombie shooter - hence why the player doesn't even have a weapon - but a little more danger could be helpful.
Great game! Just passed the first level after about 5 tries and ended up getting stuck later on. Great re-imagining of the "bubble popping" genre and love the Captain Nemo story inclusion. If you make this into a longer game, my only suggestion would be to ramp up the difficulty curve a bit; make the first few levels really easy so the player learns the mechanics and then add difficulty. But yeah, great job!
Not sure if it was my system or not, but I couldn't get into the forest. Not sure if I was supposed to click on something but all I saw was a fairly white screen with scattered trees (not sure if that was intentional or a bug on my end). The story idea sounded amazing and the artwork you generated is gorgeous! Voice acting was spot on too. Great job!
Thanks for the comments. Regarding the barrier, that is actually a function of how I had the jet pack working. I didn't want the player to be able to get items that were meant to be collected under the reverse gravity. It was meant to simulate that the jet pack's thrust could only lift so high.
As for the sameness, that was actually intentional in order to try and meet the "multiple runs" theme. Having to try and remember which door was which could force the player into re-entering an area. However, if I do expand this game idea, that is definitely a change I want to make so I appreciate the feedback.
Definitely an old-school feel for this one! I never could play the old school games. The physics of movement seemed solid, even if my brain couldn't figure it out fast enough. The teleporter probably could have been a little more forgiving; it almost seemed I needed to be stopped over the planet. My other suggestion would be to allow me to keep the controls listed as I'm playing rather than disappearing. Loved that feature but needed it in game and not just on the main menu. Great job!
Interesting concept. Not sure I really know what I'm doing so tried adjusting some settings and think it worked? Hard to accurately rate this compared to other submissions, but in terms of potential usefulness, this is definitely the winner. Good luck to meeting your goals as you keep working on this one!
Interesting game. Took me a bit to figure out I had to submit a guess before I got a hint about how close I was. I struggled with this game given I suffer from partial color-blindness (and there isn't really a way to account for that given the point of the game) so I definitely appreciated the hints of which way to go. I can honestly say I got one correct! Don't give up! While I may not be your target audience, if I can get my wife to try this, I may just yet get some payback for when she makes fun of my sense of color "matching" that is basically non-existent!
Thank you for your suggestion on fixing the macros. I knew it could be an issue given security settings, but was hoping most people could try it.
Really appreciate the feedback. I agree the combat could have been quicker. My goal was to give the game time to "pause" and redraw the screen but depending on how quickly your computer processes the code, it might have taken longer than I was initially planning. (I was more concerned about showing the result of each hit and didn't want to have the player miss that.) As for the screen map, I was trying to see if there was a way to show edges of other tiles, but ran out of time before I could do a deep dive into that. Because of the way I am drawing the graphics, I am not sure it is possible to show half a tile. I debated about having the screen scroll as the player got within a couple cells of the edge (and had done that once in a testing project I did long ago), but decided to keep it simple with the map and expand the functionality of the game itself instead.
Thanks again for playing my game!