Thank you for the feedback! I’d appreciate it a lot if you had any specific suggestions for visual indicators. Currently it’s really just “on fire or not” and “is it a goal”, so I think a few more like “what direction it will move if it’s a motor” and “is the goal activated” would be helpful. As for the pause/play, that’s definitely on the list now so thanks!
DrDre3k
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The player felt really slippery, which is not necessarily a problem if that’s what you were going for. I kept trying to hit esc to cancel out of building, but that would take me out of the level which was a bit annoying. Gameplay wise I thought the energy line mechanic and managing towers was great! It really reminded me of Creeper World.
This was a unique game. I really liked how it focused around the Dr. Mario and Resident Evil 4 styled spell inventory. I would’ve liked some symbols on the pieces to get a better sense of what they were for. It would also be cool if the space could change size depending on the level, or perhaps even the opponent changes the shape of the spell area instead of attacking you directly? As for difficulty and tutorial, I think if the early game were more focused around using the elemental pieces in a relatively low stakes environment, kinda like the early parts of Pokemon games, that would really help with learning and progression. Good job overall.
Did some fun stuff in the park, hung out with family, then died so malnourished. Good times.
I think the speed was overall too fast, at least in the intro. Couldn’t keep up with the text on screen. The writing was pretty comedic so I liked that. While I would’ve liked some more explanation on what to do or what was going on, that doesn’t seem quite in the spirit of the (potentially) goofy adventure.
Overall I think it was a fun romp!
I wasn’t too sure what to expect that I failed immediately! The following attempts were far better though. I liked how in between some rounds the items were linked. I was also unsure on picking up the wrench because I thought “oh man that’s a lot of negatives” and it wasn’t until I got egg shells that I realized “wait, I can just remove them!”. This was great with all the interlocking mechanics. Sometimes the luck of the draw gets you an underperforming build (or it’s just me underperforming) but I thought it was mostly in your control. I think this would be great for a tablet or phone. Awesome job!
The movement was pretty unique for the platformer, but I totally did not expect those “I wanna be the guy” styled spikes. Getting around after that was pretty hard because of the ants “guarding” the sides of the platform. I couldn’t get much further, but I like the silly premise. It reminds me of Splatoon’s style feud in the first game. I think more focus on the rolling cotton could’ve been even nicer.
I got some strong Battle Network vibes. No idea who the characters are or how that impacts gameplay. My main thing is that the background felt far too noisy for what was going on. Everything seemed bright and “in my face” that I wasn’t sure where to focus? I know the action was going on in the field, but it felt like I couldn’t put my attention there. This was even more apparent in between rounds where I couldn’t even read the text depending on the background’s state. Perhaps just a background tint where the text is could help? Overall I think it was fairly fun, just hard to read.
This was really nice and felt super stylish. I especially liked how you’d have different colors on restarts. It was really nice early on and started getting harder somewhat reasonably. I feel like having more unique level names than just “number” would also lend to unintrusive and even funny hints to help encourage players to keep going into the later levels. Great work!
This was really adorable. I didn’t really feel like I understood the people or the world, but that’s understandable for a such a short game. I did take a quick glance at your page and socials, and looks like there’s a much larger world already too. That’s really cool! The visuals were amazing, and I especially loved the animated comic book style ending! I would’ve loved to have something like that for the intro too. Everything else felt like it worked well together, from the map and art to the dialogue and sound. Great job!