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Tsumi

13
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A member registered Feb 20, 2019 · View creator page →

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The concept is interesting, but the game is way too overwhelming. I couldn't even think about using the second guy, cause i was so busy surviving and trying to craft something with the third guy. The third guys controlls were a bit annoying, because i couldn't change the selection direction without moving.

Maybe if the game was a bit easier, at least in the beginning i could enjoy it a bit more. I also think that maybe slowing down time in the inactive windows is an idea that could be worth exploring.

Art is nice, but it feels like the core mechanic isn't really explored very well.

Depending on puzzles, having to constantly reposition the anchor could get a bit tedious. I like the art and concept, but it's hard to tell how fun the game could be without more levels.

A really cool concept, i would love to play a version, where you don't have to click in the circle to dash, but maybe just pick the nearest anchor in angle? The enemies being able to turn on a dime feel a bit unfair. I also think when you shoot the anchor it should move noticably faster than the ship, so that you can shoot forwards to move faster.

Overall, i really like this game, and would probably love it if it had better dash controls.

Most levels felt more like work than puzzles. Level 8 had a nice catch though.

The controls get really annoying quite fast. There should really be a level restart button, because it's pretty easy to get a bad shape and make it impossible to complete the level.

The controls are hard to discover, some hint that you should press 1 or 2 would be very useful. It's also quite glitchy, the parts seem to teleport around the screen all the time. The mechanics seem inconsistent between levels, in some levels the inactive part slides towards the active one, in most it doesn't.

Art is simple, but looks nice. Controls are a bit too strong, it's hard to move the characters to where you want them, and controlling two of them at the same time is over my mental capacity.

It's not clear if i finished the game, i opened the door thing on the right, got a black screen and a piano tune, is that it, or is there more?

Nice game, could use a bit more varied puzzle design though. It feels like in most levels i just tried to get the two shapes as close as possible.

I guess the design of the spiky ball powerup is kinda terrible, since it's not easy to discover that you can grab it.

Yeah, i think maybe pausing the game and showing some animated examples of how the powerup works when you first pick it up could help a lot.

Thanks! We did notice that the spiky powerups are way too hard to "collect", but couldn't get around to fixing that.

Thanks for playing! 

The small spiky balls are also a powerup, but can only be attached when the spikes are retracted. We tried to make it a bit more clear, by adding the "sparkling" particle effect on them, guess that didn't work :)

We did intend to make the player character faster, but due to time mismanagement forgot about that in the rush to submit.