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yuzu_pup

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A member registered Aug 03, 2019 · View creator page →

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heya yoshi_eater! oh, good to know that the current build might be having problems. are you getting an error message or anything? I think the problem might be due to some security updates Apple made around the time we finished this game, so I may just need to update and rebuild.

Thanks! Yeah, the sequence of levels is a bit funky. We were having a tough time balancing coming up with puzzles and trying to polish. Some of the levels ended up with a lot of red herrings  (heck, I forgot how to solve a puzzle that I designed myself lol). Thanks for the feedback!

Great game. I love how unwieldy the truck gets once you start pulling a big load. I got real upset at the jerk drivers scooting around the galaxy like they own the place!

The art looks nice and the music is good (but it does start playing on top of itself if you restart the game, haha!) What I really think this game needs is some sound and small visual effects to really sell the fact that you're driving a truck with huge, heavy metal boxes. But other than that, the mechanics in the game feel right, and it game plays well and looks great. Nice job!

I love the Megaman Legends lo-poly aesthetic!

This is definitely a style of game that benefits from having a lot of content to experience. Definitely wanted more to do/more meaningful choices to make as far as which islands I was taking and uses for bombs, but this looked really polished and nice. Nice job!

I was having fun with this one for sure! Love how many different ideas and enemy types y'all were able to get in.

I feel like this would benefit from some restrictions on how/where you're allowed to move rooms. On one of my runs I got the "increases damage in adjacent rooms" room, and there's no reason that I wouldn't just keep booping that around to be next to whatever room I plan on exploring next. Maybe rooms cost something to move, or certain doors don't allow rooms next to them.

But great idea! Definitely impressed with how well it plays and what you were able to get done in 48 hours!

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Good amount of polish, game looked good and played well! 

I got what you were going for with the swords being disconnected if a line touches a wall or enemy! Definitely was important to make sure you didn't put yourself in a bad spot by losing both your swords.

I immediately want the different colored swords to do different things. Orange burns, blue freezes. Some enemies can only be affected by one sword but not the other.  Swords normally shoot forward when you click, but you do a spin attack instead when you click both at the same time. Bounce one sword off the other. Things like that!

But good game! I enjoyed it!

Thanks for rating my game! c:

I like your game as well! Feel like there's potential for interesting mechanics. I like how the enemies don't immediately harm you if they touch you. I also think it's neat how you can lose both hearts and heart containers.

I ended up with a lot of slime on the floor at one point. I think it'd be interesting if you could do something with that. Maybe instead of always growing whenever you get slime, maybe the only way to grow/get a new heart container is by avoiding the slime pick ups and pushing them together to form a large pickup? I love mechanics that recontextualize existing elements of the game.

Anyways, cheers!

Good game! Y'all nailed the pinball feeling, felt like I could shoot the ball where I wanted! Just wish there was a little more going on sooner! The beginning felt really empty. Love the art style though!!

I think the idea is very neat, but I kept getting stuck in places :c

Fun! Definitely played games in this vein before, but yours had a surprising amount of polish. The nuke is a great addition, and I love the tension of typing in the launch code. Sound is simple but conveys all the right info.

I love this idea, and I think with some polish and a simple meta-game with things like training and building your deck over time, it would be a good game to sell!

I totally missed the explanation of the stats at the beginning, so was confused on my first round. Adding some UI to show what will happen when a card is played (a la Slay the Spire) would help a lot. I'd also make some sort of standard icon/keyword for "will throw a punch". It was unclear if a card would trigger an attack.

thank you!! <3 

If you throw or switch colors off beat, your multiplier resets, so it's important to keep things on the beat if you want the highest score!

The beginning was a bit rough in terms of just being able to figure out what I was supposed to do... but I love the idea and how cute it is and the random generation. Reminds me a lot of Spaceteam!

Thank you!! <3