Ty for the feedback! :)
That level is the final level so I deliberately made it super hard. When you hit an enemy the time rate stays locked for a second. Also, the time rate regens slower at lower time rates. The trick for that level is to space out your hits by a second to maximum your low time rate, and channel calm at every opportunity. When the time rate is super low, if you just move a bit left or right then channel calm immediately you should have enough time to get another round of slow in.
charliect
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Funny concept for a game. Nice music and SFX. The art is cool. I like how you can shoot the individual grapes off the grape enemy, and the points you get is proportional to the amount of enemies killed with the same arrow. The drunk visual effect was great and added genuine challenge. Would have been nice to have a bit more enemy variety.
Neat game.
The good:
- Nice robot animations (especially like the malfunctioning one)
- The transition from day to night/storm is nice.
- Good SFX and music.
- Lots of variety in platforming elements.
- Platforming elements used in a bunch of different ways to provide unique challenges.
- Movement feels responsive.
The bad:
- Jump height seems inconsistent. On the third screen where you're hopping between the falling blocks sometimes Alkaline clears the blocks easily, sometimes he gets caught on the edge, and sometimes he doesn't even make it halfway up the next block. This is holding down the spacebar for the duration of the whole jump.
- Getting caught on the edge of a platform locks Alkaline in place, requiring a respawn.
- The falling blocks don't reset so you have to respawn and start from the beginning of the level if you don't manage to do it all in one go. Very frustrating in the second screen where the first half of the level is pretty easy, but it's very easy to accidentally tap the first falling block too early when you're jumping up to the roof below it.
Overall, a great effort, just needs a bit more polish :)
Nice! The guns feel nice to shoot. Feels a bit weird having so long to prep at the beginning when there's nothing to prepare. Would be cool to have to unlock the different guns. You made good use of post-processing effects which makes the game look nice. The floor texture feels a bit out of place when the rest of the game is all flat colours instead of detailed textures.
Very cool game! Reminds me a lot of Don't Starve. I love the billboard trees and bushes, etc., and the way the axe/bow rotates around the player in 3D. Fits the theme well. Lots of upgrades to buy and a decent amount of objects to place. Definitely the most solid entry I've played so far - well done! :)
Game loop feels a bit incomplete. Could use some more instructions on how to play. I liked how the map started getting water after it started raining. The floor could have used some texture - it's hard to tell you're moving when you're in a big open area that's all one colour. Music and sound design was nice, and the graphics were cute.
Neat game. I also had the resolution issue btw (1440p screen). Music was cool - very stressful.
I did notice that the obstacles seemed to be spawning in at a time rate rather than a distance rate, so if you slowed down you'd get a whole bunch of obstacles grouped up, making them even harder to avoid. Dunno if this was a deliberate choice, but I found it made it most effective to just hold up the whole time.
I really liked the little opening cutscene - very funny! Good job :)
Sick game. Loved the tonal shift going from farming to exterminating, especially the change in music. Decent amount of challenge. Graphics obvi pretty basic but still effective - especially loved the walking animations. Dunno if I was being just dumb but I didn't realise I could walk on the dirt until my second playthrough haha.
Cool game. Love the low poly aesthetic with particle effects and the rain. The music and sound design is great too. Could have used a little more direction re: what I'm capable of doing. I didn't know if I was meant to trigger something the first time I played but it turned out I just had to wait a while for night to fall. Overall great effort :)
Thank you! I've not actually heard of Fresno Night Crawlers, I'll have to check it out. The inspo was actually my lack of art skills - all the shapes and characters are defined with maths. 😅
There is actually an issue with the game at the moment that stops the teleporter opening to the next level. I'll try to upload a fixed version and I'll let you know.
Thanks for the thoughtful feedback :)
There's no limit on which ones you can bite, but bigger lizards can shake off smaller lizards way quicker, sometimes after one thrash even.
Bigger lizards do provide you with significantly more mass, but it also takes into consideration your size so you don't suddenly get massively bigger - that can break some of the visuals 😝
The art and UI looks practically production ready. Is it using vector art? This game seems like a very basic version of those factory style games, so not a ton of variety (just a pipeline of more difficult to obtain gems) but it's very impressive you managed to make this whole framework over a couple of days.