Interesting concept but I felt like it wasn't fleshed out enough; bit too bare-bones at this moment. Onboarding process was a bit confusing as well; wasn't sure what to actually do. Hopefully I didn't miss anything as I would like to see more.
Interesting concept but I felt like it wasn't fleshed out enough; bit too bare-bones at this moment. Onboarding process was a bit confusing as well; wasn't sure what to actually do. Hopefully I didn't miss anything as I would like to see more.
Pretty fun to play; cool graphics and charming characters that make you want to get farther and farther. A bit frustrating though: the enemies don't act in ways you can react to a lot of the time, and the stamina system can screw you over when it really doesn't even need to be in the game (at least from my impression).
The enemies come down to design oversights in my part.
I think the stamina comes down to tying too much to it. If you want to glide, you have to eat stamina to dash first. If you want to double jump, you have to eat stamina, even so. I don't think the idea is inherently bad here, but too bound to it. Like, could the game play better if double jump was independent of stamina? Or if dashing had a smaller up front cost? Or what if the gliding was completely independent of dashing even if they both use stamina? I feel the abilities should be rethought if I ever touch the idea again (which I do want to, eventually).
A cute little gallery to go through, but a bit frustrating: you can't see the character you're pointing at when you're pointing at them due to the opaque pop-up with the artist avatar in it covering it, and there were tons of times I was trying to hover over a character but it kept thinking I was hovering over someone else.
Also, there were some inaccuracies here and there, like Hollow Knight from Shovel Knight?
Thanks for your feedback 🙏
Pretty funny, but I'd like to see more jokes from all the possible responses you can do instead of just the last one about colors. It had a good idea with the trap questions like the one where you need to read the full agreement but it didn't run with it enough.
Cute little game; the art and aesthetics really elevate it. The actual platforming and throwing mechanics are a little clunky at times, but the puzzles were really solid and fun to solve.
Thank you!
Wow, that's a blast from the past right there. Little bit of a frustrating start due to it being very slow and confusing, but it seems like a decent enough management sim that harkens back to ye olde newgrounde dayes.
Thats what I was going for, thanks. It was a pretty learning experience.
Not bad; seems very catchy and easy to hop in and play. It's probably the best battle royale I've played, actually, in terms of it just being a nice party game and not a frustrating fps-fest.
Pretty simple and short. I did have a problem with it kinda being a pixel hunt at times since a lot of the interactables don't pop, but I suppose some people do like that part of the search, so I can't complain too much. Puzzles were alright and did make me feel a little clever for getting them.
Fun little trivia game! I got more right than I thought I would; guess college wasn't so bad after all! But yeah, always nice to see another cool example of edutainment.
Not too shabby; I think it's a good engine that you've put together and I'd like to see more from it. As it is right now, it's a little too bare to stand as a game by itself; needs more unique rooms, cool abilities and challenging enemies, among other things. Some things I do like are the little hover-over tooltips for your items and abilities; that type of element is usually ignored in these games for more fun things. Nice to see arrows embed in the environment as well; a nice little touch.
Thanks I 100% agree, and I'm working on adding that stuff.
Thanks for the reply!
Still working at it, bit-by-bit.
Age 37, Male
Computer Guy
UMD
Joined on 11/21/06