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WITBoudicca

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A member registered Jun 08, 2020 · View creator page →

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Nice and simple and there's nothing wrong with that! I wasn't sure if there were any other controls but wasd, and the game seemed to just rain endlessly at a point, but the environments were cute and the vibe was nice c: multiple language support is always a bonus too!

Good job! the first game is always the hardest one to make, you've done great here and you should be proud c:

i was running in full screen on web player, just for your bug testing purposes c:

Inspired! Really really good!!! Gameplay is tight and fun! Design is awesome, music is awesome, gameplay is awesome!! i wish i had more to say but i'm only allowed to rate up to 5 stars which really feel inadequate this is a stellar design!

Critiques are pretty simple however, i wish we had the option to leave the dig state early, on the last two bosses the blizzard attack is followed up by a homing rocket and a narrow safe corridor attack respectively, and in a lot of cases i had no choice but to take damage at the end of the dig state as i couldn't leave it early once the blizzard had ended and before the next attack hit. Art/visual style is good, but nothing to write home about...

yeah that's l can think of, i love the characters personalities, i love the slow introduction of mechanics, the slow ramp of difficulty... really amazing! Only other thing i can dock points on is the limitation, as this game is about ending the loop, it's inspired by an endless loop but is not in fact endless, it only loops 3 times.

But i'm digging deep to find stuff to critique honestly i'm losing my mind over the design and fights, they are top tier quality and this whole experience was crazy fun to play c: you guys did phenomenal work! 

Genuinely one of the best games i've played so far in this jam, the idea of a rythm crafting game is inspired, presentation is top notch i could see this game on steam along side games like lumberjacked. Gameplay is smooth as butter, had no issues whatso ever with timing or desync, i only wish there was more.
If i had to scrape the barrel for critique (which i do) it's that the adherence to the theme feels a little loose? the whole map resets and i wish i got to keep the hats for Mr. Pebbles between loops. The transition does not feel seemless, it feels like a new run.

Honestly i just wish there was more, phenomenal work! c:

Gorgeous art! the presentation is immaculate, really high marks, but the solution to the blue tit puzzle is very hard to see, i needed a hint to even notice it on the map, and after i got the shears i couldn't for the life of me figure out how to actually use them so at that point you kinda lost me as a player ^^;;
Overall great work tho!

Great! Gameplay is simple but it's what the game needs, ran into a bug where when i tried to pick up the icebox after fishing i started fishing again and had to do the whole mini game over from the beginning. Visuals are excellent it looks amazing, music and sounds are perfect, Now it's just a matter of if we're caught feeding a time looping bear or are just simply getting on in years...

The Art design is phenomenal, being able to leave boost pads to improve your times and make greener leaves is a fun mechanic too!
My biggest crit is the controlls and collision, objects have collision way wider than their visuals would suggest, mostly at track edges and on the bird, and i tried to drive off the track to drive through the log off the track because it was a bit confusing where i was supposed to go. Turning after you've stopped is very difficult, and at higher speeds i had to keep fighting the car to keep going in a straight line.
Overall really great job guys c:

Great Job! i disagree with everyone, a game like this works best with a bit of difficulty controlling it, since you're trying to avoid picking up extra flowers, controls were a solid standout, only thing was that sometimes i would get caught on the tileset when flying against the ground.
Main crit i have is that the UI clips off the left side, making it very difficult to read how many flowers i've eaten, and also there's really no need for the flowers to give you 'points' instead of just tracking the number of flowers i've eaten. Otherwise really competent execution c:

thanks! i'm glad you liked it c:

thanks! we gave an extra jump on start and you always get 1 jump by the time you get to the first major gap, it all came down to not enough testing in the end as always hahaha, thanks for the review c:

Fun concept, if very frustrating, but i understand that's the point, the number of times i was hit by the blue or white ship hahaha! very addictive concept!

Interesting and hectic gameplay, although i feel there's some narrative dissonance between the sprites present... why is a ghost changing the clock time? all around very well made though! Quite fun and very pretty.

I think it's an interesting concept, but it's somewhat unclear what gives what resource, and what resources remain after rewinding, as well as how far long in the rewind the player is. very unique concept though!

Fun concept! I found myself caught on the walls a couple of times unable to move, and the corpses tend to catch bullets but a really unique and well executed concept!

you have to put the wand on the altar in the center to complete the game, the dialogue ended up the main focus of the week, i was hoping to get more clever gameplay in there too! but i'm glad most of all my writer's vision got through

glad you enjoyed! all you have to do is move the debris and clear a path, we wanted something more complex but ran out of time, thank you for playing!

we had a bit more planned, but i'm very glad you liked what we got! i have to thank the writer!