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A member registered Dec 11, 2020 · View creator page →

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(5 edits)

The game was unable to be made as completely as we initially planned to due to time constraints, so the south exit doesn’t lead anywhere, and the last 2 spells did not see any use (the last spell does do something by the way).

You can shoot fire to see through the darkness and read the bottom texts. The shape of the east room resembles the shape of a previous room and the texts hint to what to do in that previous room. You may not know what all the symbols mean, but you should recognize the ones that represent spells, and you can look for where the other symbols have appeared before to maybe get a sense of what the symbol means. I can’t really give more information without spoiling the solution, but it’s fine if you want to give up at this point since the last room is just empty and there’s no content after that.

Hopefully in a future version of the game we will be able to add more clues to help the player figure out what the symbols mean.

The room with lots of inscriptions provides clues on how to access the last room (which is completely empty…). You’re supposed to figure out what the inscriptions mean based on how the symbols are used but it’s probably difficult to do so with so few rooms.

Yes, I’m aware of that bug already (it’s listed under Known issues). Did you earn enough money on the previous days to buy good upgrades for Day 3? You shouldn’t really need much for it.

I liked how you were able to tell a story without using any text (besides some words on the bottom) and just through the differences between each loop. I was expecting a more satisfying ending but I suppose life can be like that sometimes.

The speed cap is on purpose; the hand moves slower the lower your energy is which makes you work less efficiently.

The new mechanics introduced in Levels 2, 4, and 5 introduce that variation, but the 4-minute days seems to quite hinder players from that unfortunately.

I liked the concept, but I felt the difficulty curve was a bit too high (took way too long on even Level 2). In-game hints and feedback on which equations are correct would be nice. It would also be interesting to see there be hints for every equation like a regular crossword. Randomly generated puzzles would also be fun.

I loved the horror aesthetic and how the theme was used in the narrative, but unfortunately I found the monster to be too hard to dodge as it moves faster than the player and the dash has a cooldown.

The work does get more challenging with the new mechanics introduced in Days 2 and 4 (though obviously most players don’t get that far…) as well as the increased speed/quota in later days. And I did want to include more piece types but I did not have enough time. Appreciate the feedback!

Loved the idea of having a metroidvania but you already have all the skills you need (and with resetting instead of backtracking). The take on the Sisyphus story was also interesting and fitting for the theme. Overall you all did a very good job!

You can still combine parts even when theyre on the left because the outline shows through; you just have to move your hand around to find them (this mechanic is used during the outages in Day 4 and up). And yes, I will fix that missing period.

It was indeed mentioned in the dialogue. And I probably should have made the days shorter so that they can get to the later levels and since so many people were complaining about that…

Very creative interpretation of the theme, though it did take me a while to figure out Level 4. One thing I would like would be more camera controls, but other than that, you did a very nice job!

我读得懂中文,所以能看懂游戏里面的幽默的对话。虽然游戏在粉红色泰迪熊的房间里都闪退,但是我能了解游戏的大意,感觉挺有意思的。还有,我想问主角是自带的还是谁画的?我没看到在哪里有写着。

I liked how you were able to tell a story through the dishes - the two wine glasses, plates, and cooking pan made me expect what was coming up in the journal entry.

You’re amazing for sticking through all the way to Day 5! (By the comments it seems to me that many people get bored of the game very early on…) After Day 5 it’s just endless mode since I didn’t have time to add new content there (besides a bit of new dialogue on Days 6 and 7) so you didn’t miss out on much. Thank you for the kind words!

一开始提出游戏所有机制可能会让新手玩家有点难记,幸好下面也写着指示,建议在关卡中加入操作提示让玩家循序渐进学起来。除此以外,游戏里面的关卡很有意思,音乐虽然有点短但也很好听,你们做得很棒!

I think I had some distant memory of watching gameplay from that which led to my idea. And I did plan to add more games (as seen in the last page of the shop) but obviously time restrictions. I chose to make a Flappy Bird clone as it was easy to make and forced the player to focus on it (unable to just be idle). I hope you enjoyed the game (or tried to) nonetheless!

I was planning on adding more complicated parts every week (5 days). The obstacles in the Spinny Wheel game are actually axles and for Week 2 I was planning on having the player connect two wheels and an axle.

That’s a feature! Thanks for your feedback!

Nice take on the theme and very well executed! I did notice some bugs like the bass track not looping and sound effects continuing on the end screen though.

Very unique take on the theme! I did find it a bit confusing to exactly know which category to call though.

Interesting gameplay mechanic and puzzles, though it did take me a while to fully understand. I also liked the visual style.

I liked the little text effects and the dialogue. Nice job!

(1 edit)

Very creative idea, though it does get quite hectic to focus on 4 things at once with only two hands (Maybe add some automation once the player progresses enough?).

Very impressive for a Desmos game made in 4 days! I also thought the idea of making a farming bullet hell was quite creative. The lag did make it a bit less enjoyable though.

The current version is not the game jam version - the game jam version only had three levels and was quite lackluster (you can get it from the downloads).

It takes a little while to figure out things at the start, but once you get a hang of it, it becomes really enjoyable. Though one issue I noticed is that sometimes you can’t place things on certain tiles. Having a visualization of what gets played on which beat would help to more easily compare to the goal beat.

Yes, it happens every time. The two bars also appear on the car on the title screen.

It looks like a nice game, but unfortunately I was unable to play it because two vertical bars appeared at the start on top of the car and made it burst into flames. However, pressing Q, W, or E beforehand would warp the car offscreen and would make the level keep going.

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You can tell which ones are checkpoints because there will be water leaking from above and a green diamond symbol, but I’ll definitely try to make them more distinct in future updates. Thank you for your feedback.

Really unique idea and good puzzle design. It would be nice if the centers of the platforms were shown so that it would be easier to tell exactly where to aim for.

(1 edit)

It does have checkpoints; where there’s a leak and a green diamond symbol that means that water source is a save point (and a practically infinite source of water) and you can press S or the down arrow key to save there. There is one on the left side of the second room.

That part was intended, to teach the player that they shouldn’t just absorb all the water they can. And you aren’t soft-locked if you keep jumping.

Really unique mechanic and good polish, but there were some visual issues when folding and unfolding, and I managed to somehow make it outside the pipe.

The music was nice and I liked how the puzzles made you think about the order in which you use the items, unlike other submissions where you could change your size at will.

I liked the polish and unique game mechanics, though it would be nice to have captions for the voice lines.

Very nice visuals and puzzle design. The concept was used really well.

I really liked the level design and how the puzzles gradually got more challenging. One issue I noticed was that the character goes through the floor when crushed under the door.

I’ve added solutions to the description now.