You put this together really well. I like the concept and there's a lot of room to grow - more shapes. (Maybe enough screen room to add one extra worker?) I think it'd be interesting, too if the conveyer didn't stop moving while you napped. Great work!
Psynut
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I'm not sure why I had such a hard time with this game. Sometimes it seems like the card didn't show - it was behind other elements or something, because if I moused over where card had been drawn before it would show me a meaning card. I couldn't tell what was getting revealed fate or real meaning.
The graphics are fun - some really cool rendering. I bet you could do a lot with what you have here.
Some really impressive graphics and play - the animation of the spider and the movement of the spider was well done. Same with the UI. One little glitchy thing was the notes would still be up on the screen after I got caught by a resident (minor). I'm sure it was revealed somewhere. I could not figure out how to get around the den with the kid walking around.
This reminded me a lot of Quest64. The concept is cute. It could real benefit with some more sounds during game play (especially in the battle scenes). Like others said, the controls were a little wonky, and except for needing an A & B button on the controller, it seems like it could have just as easily had bindings to a key board. Some of the logic of the battle probably needed to get worked out, too. Like healing a knocked out character still gave them HP, but they didn't get back up. The animations of the battles were great. I love the idea of life continuing on for characters after some epic unfolded around them, too. Great work on this game -- I would love to see it developed into something bigger.
Great work on this! The animation of the car and the premise is very cute. The little interstitial between levels was a fun touch, too. Having made a game with enemies that detect your presence--it was harder than I imagined to work through, so well done on that! There were things to spiff up (camera, or making the scene a little more 3D), and for getting this done with the time you got -- it's great!
Such a beautiful game! The art, the light, the sound - all of that came together for a sublime feel. There were a couple of spots that weren't intuitive - getting in formation with the deer(?), the Simon says that included the spacebar. And it would have been helpful to know the progress especially for the deer and the crane. With the crane, I didn't realize I was resetting and sometimes it was finicky about the timing of hitting the space bar. I realize adding a UI would probably take away from the magic, but maybe there'd be an artful way of showing it without it just being a progress bar on the screen... (musical tones, lighting)? You've got something to be very proud of here.
That is fun - the ending was very Dethklok. The art was great - it seems born out of early 90's sprites, but so nice. It was a little tricky, especially once inside buildings to know what was grabbable and what was just environment. It was also difficult to discern what was floor v. wall sometimes, but it was still ultimately navigable. (a little more shadow on the 2D asset probably would fix that). This is a great game - it's always great when a game has different ending so you can enjoy it more than once. Nice use of secrets, with the villagers having little secrets themselves.
I was very unclear what I was doing inn this. I did get into the bathroom, but even finding my way to the first key wasn't obvious. I don't know if the translating the Ukrainian note was helpful, but a little tricky without a Cyrillic keyboard - so plenty of secrets in this game.
The sound effects makes me think of the many folks I've talked to who g on and on about their noisy neighbors -- no matter where they go, they seem to have very noisy neighbors that pound on walls and pipes, etc., etc. - very crazy making.