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Microbile

80
Posts
A member registered Apr 25, 2023 · View creator page →

Creator of

Recent community posts

Thanks for the feedback! About the song, I hadn't noticed it before , but I can hear it now. All credit goes to David Renda.

 https://www.fesliyanstudios.com/royalty-free-music/download/funny-bit/2399

Great job on your game! I would appreciate more information about what each upgrade is doing. Also adding more enemies to each wave would make the game more challenging.

A really enjoyable experience and excellent music.

Relaxing music. Funny art. Cute penguin noises. Really solid experience. 

Great job on this! I love the 3D art and the puzzles. The "press E to interact" was difficult sometime to make appear. You have to be standing at just the right spot, and it can be hard getting the character to line up correctly.

I like the strategy of trying to control the chaotic pinball movement but not going overboard.

Really fun and goofy game. The ocean could not contain me.

I think the margin for error is too great here; every arrow has a single intended purpose so there is no room for other solutions or mistakes. But then again, I had a lot of fun experimenting and slowly finding the intended solution.

I loved using the resize ability to get into nooks and crannies. I had difficulties picking things up because the red dot has to be directly on them. Maybe turning down the mouse sensitivity or allowing for "close enough" pickups would help with this.

I usually don't finish puzzle games, but I did finish this one. There were so many fun puzzle elements, and no instructions were needed for any of them. The art style, music, and story are really good too. There was 1 level, the one that introduces the conveyor belts, that played itself, and I didn't need to move anything to win.

I liked how the shapes were introduced one at a time like a tutorial and then the difficulty ramped up with the combos. 

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Thanks for the feedback! You should check out "deepest sword' if you haven't before.

Great job on the "puzzle piece moving" mechanic. Having them float around while you place them was a fun and challenging twist on this style of game.

Really creative time mechanic. I kept clicking the stop button by mistake, thinking it would pause, and be sent back to the title screen. It is a short game, but a "Do you want to return to the main menu?" confirmation click would be appreciated.

Great job on the environment destruction. I did get tired of eat the planets though. Even at the larger scales it takes a long time to finish a  planet. I really liked the gravity effects and the jumping puzzles caused by that.

I had a hard time getting the robots to behave in a way that would open a path in many levels, but it was fun watching my plans fall apart into chaos and have to adapt on the spot.

Good music and love the level design. The big notes are, the mouse sensitivity is too strong, the UI covers a too much of the screen, and I had to experiment with keys to learn that "E" picks up cheese.

I had a lot of fun with this. Good job! The best parts were when the enemies would come to the totem as I was healing and getting more ammo, and I had to fight them off.  I think the map should be smaller or enemies should chase further to allow for more of this. Otherwise, there is a lot of waiting time at the totem. Having stars act as ammo was really clever since you will eventually defeat some bosses and not need that ammo anymore. Some more feedback on when the enemies or the player are hit would be nice also.

I couldn't get the .exe file to run. It is frozen on the title screen. It seems that other people are enjoying it, so it might just be me. Don't worry, I won't rate this one.

Lots of enemy and weapon variety, but I think it starts out with too many enemies.

I don't think I ever really understood how the size/speed gun worked, but I had a great time clicking on everything and seeing what worked.

The sword does pull on the player. I tried to add a weight system, where the sword gets heavier as it grows, and the play style would have to change around that, but getting the physics to play nice was a challenge. It definitely needs more work. Thanks for the feedback!

Hi. Thank you so much for playing!

Great job on the art work. I think the prices need to be scaled down a bit. At the very least, 100 clicks too much for the first upgrade. The pacing does improve after that though.

I had a lot of fun trying to master the movement controls. I felt that they were too slippery as I kept running off the platforms. Great job on the UI menus!

Great job on the art! If you add in the right background music, the vibes would be amazing.

Really cool concept, and it was fun trying fight back the growing "cholesterol?". I had a hard time aiming the gun with these controls. Maybe having the player rotate with the mouse would help.

5th level.  The ramp leading up from the red 2.

Good pixel art. Good music. Good puzzles. Looks really polished too. This is just an overall great game.

I love the scribble art style. I couldn't figure out how to control the scaling power. I saw the scale symbol appear on top of objects, pressed xyz, and scrolled the mouse wheel, but it only worked a couple of times.

Good job on the game. Having some colors or numbers on the doors and cameras would help players know which door to close.

Nothing to add here. Perfect game.

I had fun watching my creations crumble before me.

Best of the grow/shrink self puzzle games I have seen so far. It was interesting seeing what looked like a small, simple room and then noticing all the tiny obstacles your going to have to go through. The lighting effects were great too.

Really impressive how leaving the Earth's atmosphere takes so much force, and how this game was able to simulate that. I had some problems with the minimap not changing.

Lovely art. I do wish there was more to do than just click. Maybe if you could push the buttons in a certain order to get bonus points, that would help.

I love the low-poly look to the levels and overworld, and how environment changes as you solve the puzzle. I got stuck on an early level because the block would not go up a ramp. Maybe they're not supposed too when they are bigger, but I saw no other way forward.

Great backgrounds and character animations. The building puzzles were already interesting, but everything changed when I learned how the bed worked. I ended up using it as the core piece of most puzzles. I think there should be a way to more easily tell where the boundaries of builds are so that they are easier to place. Add some music and sound effects, and this will be a perfect game.

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Good level designs for the puzzles. I got stuck on the 2nd level. After growing bigger, I wasn't able to fit though what looked like a wide enough hallway. I restarted the level a couple of times before it worked, and I am not sure if I did anything different that time.

I did try adding a slow/weight mechanic but couldn't get the physics to play nice. A mechanic that forces you to change your play style would definitely be useful here.