yea its not really saving so much as preventing them from going into bezos's orphan blender that powers his mech, you of course do that by eating them first.
YukiTheStrawberry
Creator of
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I think this game is a lot of fun, you took the pick a path concept that usually sucks so bad and turned it into a pay attention to the little things and then get jumpscared. the doorhandles, the windows, the blood stains, the lights are all fun ways of hiding things. the unfortunate thing is the first time i played i did not get jumpscared and needed to lose on purpose to get jumped by the strange creature.
i find some spots to be a little too dark and maybe if some rooms were brighter you could have gone with more red herrings to make the game a bit harder but it really does not need that. but i did need to turn my computer brightness up to max to actually see some of the doors.
i also find the door opening sound is just... i hate it but that might just be a me thing, it squeeks terribly but it is fitting.
The game could really do with a quick restart button, often the player just misses the death plane or the wind pins them to the wall so while technically airborne they are not falling and can not move faster than the wind. it is also pretty unclear where the player is meant to go and could do with a zoom out. the art is fine and the premise is cute, it just falls short in a couple unfortunate areas.
It's a neat concept but it doesn't feel complete. I think the game would be more fun if there was a reason to do what you do instead of just smashing pieces together in silly shapes, love the silly shapes don't get me wrong but there is no reason to make silly shapes if the only measured thing is number made and not quality.
there seems to be only like 1 choice you make in this game and it could hardly be called a puzzle. you did make a game about finding keys but you just did the most annoying part of it instead of making it interesting, check every locker until you find the key, check every locker to find the key, check every locker until you find the key... ok now you can make one choice and win?
the game runs fine except for a spot the wall meshes clip through each other in a spot. it would be nice for there to be an end instead of just the alien screams when you are close to it.
its fine but there would need to be a lot built off it to be interesting, you could have used the moving things mechanic in more places for example to let the player do more things.
the imprecise nature of the controls dont mesh super well with the tightness of the powerlines for learning the game, it is a lot of fun tho once you get the hang of it and i love the spinning tail, it feels like you need to remember what the level looks like instead of being able to react to it and its a bit unclear where you are actually trying to go but it isnt super long so not the biggest deal, making the powerlines stand out more would be nice because going right from the building i did not register in my brain what they were until after i hit them but wasnt a problem the second go through there
it is a very cute game and really great for what it is
the game is absolutely adorable, love bobby and the babies and the soundtrack
it was a bit unclear why 2 things seemed to happen at the same time sometimes? i won first try but if the game was to be any harder there would need to be a way to increase max hp or something because being 2shot unless you have a shield or heal doesnt seem super fair
great work tho and i think it was a lot of fun!
the game is functional and looks quite good
would have been nice if there was some way to deduce what the pattern is without just guessing
it is quite interesting that you randomized the order every time so there is some level of replayability
passing over empty squares takes too long especially when there is only 1 or 2 left, finding some way to skip empty spots or reduce spot count every time you grab a sushi would have made a smoother flow
very functionally simple, fun to play once or twice but you could also test your cps against your friends in a lot of other programs that also do other things
the visuals are effective enough but should it not be the ghost pushing against the person praying or a priest? the ghost could be going up and down coming out of the person more instead of just floating weirdly above his head
the 120 second timer is very long for a task like this and it never matters anyway because the game is over before then
I think the game lasts for the right amount of time, too much longer and it would feel tedious and it is a satisfying amount of time to feel like a win
winning is kinda abrupt and it doesnt immediately register that you had won, maybe there could have been some kind of visual feedback before cutting to the win screen of bringing the baby to safety


