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Will-Y

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A member registered Sep 01, 2022 · View creator page →

Creator of

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Really well made game! Surprised that this was made in a week. The aesthetic of the game is nice, and the gameplay feels smooth too. I also managed to 2 cycle the queenpin by getting them stuck on the desk and then spamming my right click button lol. One small concern is the magnifying glass cursor is extremely large; it would be nicer if it was a little smaller, but other than that, very nice game

I loved this game. It feels like a game that would cost money for how well design its made. Gameplay feels natural, tutorializing mechanics dont feel forced, the death screen doesnt take away from the pace of the game. I am going to play it a second time to see what happens if I feed coco because I chose the don't feed coco ending and it was a mistake.

I like the style of this game, and how it fits altogether. The art style is also great, which is why I'm a little surprised that the controls is just a screenshot from Unity. But at the same time, designing a controls is tedious, so I can understand the screenshots instead. Overall, nice game!

[Also level 4 gives me gamer rage >:( ]

I like the aesthetic of the game how everything matches with each other. The carry-over system for score, lives, and stars between scenes is also a fun little addition. There are certain parts of different levels that are annoying, for example, the moving platform in level 3 seems to be conveniently leaving right when I get there 90% of the time. Other than those few sections, it is a fun game.

The art and the animations for the game are nice. The third level does have a leap of faith section at the beginning when all the temporary platforms are gone, which makes it a little unforgiving to mess up at the start of the third level. Also I'm not sure if this is a Mac issue but slide input seems to be a bit unresponsive when testing it.

I do like how you turned capsules into characters and gave them a knight versus zombies kind of aesthetic. I do think the switch of graphics from level 3 to the rest of the game is a little abrupt. I also think the implementation of health would be nice too, as it seems like I am just an immortal being among a bunch of zombies

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I really like the aesthetic and the dialogue of the game, as well as the implementation of chests hiding items. It makes it feel almost like a level of a complete game. I also like the turn based combat; it's unique and it works well with this game. One small issue I do have is the final fight against the skeleton. His hp bar was not going down for quite a bit so i thought i softlocked myself into death but it seems to just be hp bar overflow.

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I like the horror style that this game was going for, as well as the inclusion of dialogue. The environment was also really well implemented, to the point where I was too scared of the third level because I noticed a bar and thought something was gonna chase me before I realized that it was the stamina bar and already exitted ;-;One small issue was the head bobbing thing would make the controls a little awkward at times.

I like the aesthetic, and how it makes it so enemies are unexpected to appear. I also like how the song takes a sudden turn from making it seem eerie to a song about Big Chungus. I also like how patrick falls over when he dies. its very funny to watch patrick die.  One small issue is that the little Spaghet enemies are a bit too tanky for their ability to just swarm the player

The UI, animations, environment, enemy and item aesthetics all blend together very nicely. I also like how there are enemies that follow you everywhere you go. One small thing is the text with the objectives (and maybe the controls too) as well as the hp bar are a little too small, but that's my only issue.

This feels like a complete game with the mechanics, the gameplay, the settings, and the soundtrack. Took quite a bit of getting used to but once I had the general idea of it down it was fun to play. A  small issue i noticed was that the final boss was a little confusing on their phase 2. I wasn't sure what the vulnerable phases were, so I was just running away the entire time.