Thanks for checking it out! I agree that it’s cool to see the cave from that perspective. Maybe I’ll add a noclip mode :) Also, if you want to read a little bit about it I just added a “how it works” section in the description on the game page.
Quintin
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I really love this strange aesthetic. The meat UI is fantastic haha. Also, I thought the music was excellent. My issue is that I kept dying within seconds at the very beginning. I nearly quit, but I did finally manage to survive and got to see the rest of the game. Maybe adding a countdown before the level starts could help a bit. Anyway, cool game!
I enjoyed this one. Clever game idea, and cool visual style. Watching the monster walk around was fun. Some thoughts: I think cutting down the number of body part types would benefit the pacing. You could have arms and legs consist of 1 part instead of 2. Also, I think it would have been interesting for the game to tell me how well I matched the template after completing the monster rather than during. One more note: sometimes the game would not let me place a part after positioning it and I was not sure why.
Very cute and fun game. I loved the sounds the ghosts made. Some ideas: I think it would make for a more engaging gameplay loop if there was some kind of ultimate attack that I’m charging up every time I defeat a ghost. If you did do that you’d probably want to spawn even more ghosts to compensate. Also, maybe consider adding a vertical dash attack, or some kind of explosive ‘ground-pound’ attack. There’s lots of fun stuff you could add. Anyway, great job on this!
Cool concept! I think the art style is great, and I really like the way the ghosts look. Although I agree with what others have said about the screen effects being too intense, and maybe the ghost grabbing animation lasting too long. My other issue is that I felt a little bombarded with dialog at first. I think it would help if you made me press a button to continue to the next piece of dialog instead of playing it automatically. Lastly, it seemed like running into the ghosts was unavoidable at times. Anyway, a very cool game with a lot of potential. Good job!
I’m a big fan of rhythm games, and there are some cool ideas here! Some thoughts:
- I think the rhythm patterns were too long to memorize, at least at first. Consider starting off with just a few notes echoed between you and your opponent, then make it longer and longer.
- The fact that the rhythm of the button presses doesn’t match 1:1 with the audio is kind of at odds with the memorization aspect.
- There were a few issues with clarity. I found it hard to understand how well I was doing, or if there was some kind of fail/success threshold I needed to meet. The first time I played I didn’t know what to do for like 75% of the song but I still passed, which confused me. Add more feedback!
Very enjoyable. The weapons felt good to use, and I discovered that you could do something akin to Doom’s “quick switching”, which I had fun with. Also, great visuals. Just an amazing job all around. One note that I have is that maybe you could consider automatically adjusting the player’s aim such that when you swap weapons they are aiming at the same position. Although that readjustment might be an intended part of the gameplay, in which case ignore that idea
This one was really fun. Good difficulty scaling. I can see the Vampire Survivors inspiration, and there’s obviously a ton more ideas from that game that could be incorporated here. My one thought is that the mana system feels a little bit awkward. I played 3 times, and in two of those runs it really hindered my ability to attack (the fun part), and I was unable to build around it. I think that could be improved by just increasing the base restoration rate though, or restoring much faster after waiting for a few seconds. Anyway, great job!
Thanks a lot for playing! I’m sorry to hear you got lost. For anyone else reading this, there are a number of arrows scratched into the walls that guide you in the correct general direction. Although they are pretty easy to miss, and may or may not be effective. In hindsight I should have just added a ton more (especially in one particular area). I’ll probably do that after the voting period is over.
The delay between failing and hearing them run up to you is a great touch. It got me every single time. Also I'm very bad at this game. Someone else mentioned this already, but I would love to see the game show me exactly what I got wrong, I think that way I might have actually improved. Otherwise no complaints, it was fun. Nice job!
Hi, thanks for playing. Glad you enjoyed it. I was originally going to have vertical folding too, just kind of started designing levels before my code supported it lol. Also that's a good thought about really long circuits, I'll definitely keep that in mind for when I eventually develop the game further (I would love to).
P.S. I tried out your game and it's quite fun! I love the way you show the limit of where you can compress (the darkening soft shadows).
Very enjoyable. I found myself thinking very carefully and planning things out. Good difficulty level in my opinion. Also feels like a full game! My nitpicks pretty much come down to some issues with clarity (pits/walls, turn sequence, long diagonals, as others have already stated). Quality of life suggestion: When I try to drag a piece onto a square that's already occupied, swap those pieces positions, or swap the already placed piece into your reserve if you just dragged the new piece out of your reserve.