I was finally able to play this, and it's great! I found that the game has a relaxed feel, whether the timer is enabled or not. I could imagine the crocodile as a sort of sage/guidepost character in another game, where you aren't quite sure if he's telling you the truth. :)
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Wow, what a great style~ It seems a bit dream-like because of the pastel colors and expressive characters. But then I think that plays against how tangible and hand-made it feels from the sketch marker-colored look. I don't know anything about the region or culture, but I would really enjoy learning a little through a game like this! :D
The sharp visuals have been mentioned, but there's also a lot of the love in the details of this work! A few examples: collecting M-A-G-E (ala S-K-A-T-E in the THPS games), the ability cooldowns matching the state of the game on-screen, and even the tears of the sadly-frozen snake...
To me, those are things that make it seem real, like a game that's available right now~ Great entry!
I really like this concept~ It seems like it would have all the action of extreme sports games, but with points where you can "hop off" to plan your next moves or even just take a break and absorb the environment. And so long as you can reasonably place the pipes/rails, you can take the player to any kind of location- that seems really cool!
I'd also like to say that there is something especially charming about the hand-written/drawn notes, like the idea is really laid bare here.
Great work! :D
This is a unique concept and your description really gets me imagining what the game could be like... On top of the "tapping" mechanics you listed, I picture it as a sort of brawler game, where you are selling various foods while also fending off those trying to stop you, maybe at the same time! :D
In any case, I think it's a great entry, and I'd play any realized version of it!
I enjoyed playing this! Puzzles like these are always fun, and I liked the use of enemies to add flavor to the stages, although at first I didn't understand the rules regarding whether or not I'd be hit (I assumed that if I passed 'through' the enemy, I would lose, but was surprised to see this wasn't the case!). Also, I found the background music loop to be catchy~ Nice entry!
This is a very interesting entry~ It gave me a bit of the same feeling as a game called 'Sweet Home' on the NES- very spooky! If this game were to be expanded, it would be nice to invest heavily in that feeling... I think some more dynamic room sizes would help to create an even greater sense of exploration (some medium-sized rooms, some closet-sized rooms, etc.), and maybe limiting the player to only being able to see into an adjacent room if the door is open. But those are just some ideas~ Great work!
I had been watching this game take form on Twitter and am happy to be able to play it now~ It's very fun and captures the feeling of a 'Wild Guns de-make' with tight controls and consistent action! If you were to expand the idea, it might be nice to have different locations and times of day (that is, different setpieces in the close background, and different colors used for the far background). But for this entry, great work!
I found it hard to control, specifically knowing how much acceleration to apply to land on a platform. I did enjoy climbing the walls, though, and think with some tuning that the movement could be made easier to understand! For 3 days of work, it's a great start to what could be a very inventive game~