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MelodiCat

12
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A member registered Aug 05, 2019

Recent community posts

(1 edit)

I wrote out my thoughts as you play! To start out, really fun and fantastic job!

Here's what my notes were:

A little too slippery: maybe stop more on edges --- Future Nia comment: I didn't mind controls at all later on, so probably not a big issue.

Restart symbol not clear on first playthrough --- Future Nia comment: Maybe just have a blue bar that fills it up ala Smash? Not a huge issue though.

Maybe auto repick up magnet when run into it? I don't think it would change any puzzles, and it would make the magnet feel a lot more related to you.

Magnet only walls are good idea, but maybe make them look different, like transparent, so it makes more in-game sense why the magnet can go through

You're pulled closer to opposite sign doors, but you aren't pushed away by same sign doors? A little strange

Angled buttons are a neat idea, but you just also be able to jump on them rather than fall off

Puzzle with falling magnet was a good aha moment because it required experimentation: I said "aha" out loud". I discovered something important by accident, which is always nice!

It registers mouse clicks when you're in a different window, leading to character throwing as soon as you reopen

I HAD TWO AHA MOMENTS in same level! It seemed impossible, and then it hit me!

It's fun to repeatedly rhythmically press F and swing magnet back and forth through the doors: maybe make that a thing you do? :p --- Future Nia Comment: Yes you do!!

Spawn out of door of previous level? also kind of fun to run through to new door as a victory lap though

Now I'm pulled to door of different sign? This didn't happen earlier

I'm saying "ohhhh" a lot and that's good :D

Kind of weird that the magnet has only one pole---it's a game about magnets, but the magnet does something physically impossible, ha ha. It's a magical magnet!

I'm thinking! :DD

Sometimes a bit boring, but I think music will INSTANTLY solve that problem :D

I said yeah!

I'm talking out loud! :OOO 

"ohhhh it's solved" the solution I thought it would be wasn't it, ha ha.  But the correct solution was very enlightening that I stumbled into. Blocks (well, doors in this case) can block other blocks!

I said "clever!" :DD

I really do think run auto pick magnet will make the game control so fluidly.

Maybe make it so you can throw magnet while moving? Would be a bit less choppy.

Hope this was helpful! Thank you for releasing this demo! :D

I want to emphasize that what you did was awesome. Good work!

Awesome concept, phenomenal presentation, but too difficult. Still impressive though, especially with how you did those menus where the text matches the line!

No enemies ever showed up for me, but I love the concept and atmosphere!

SO CREATIVE!!!!!!! Favorite game I've played so far here. I do like puzzles so I am biased, but you just so did the theme here.

Fantastic idea and work! I don't think the player speed is the problem. It could be slower, but would really help the game is to have the PC stick to the platform. Maybe that would make it too easy, but I didn't really like having to juggle that guy around on the platform.

Phenomenal!!!!!...but I can't really find a theme connection. Still, the core gameplay is brilliant and I would love a full game based on this!

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I love that you can see the lazer beam's upcoming path: very helpful. And the slow down time feature is a nice touch. The white ball puzzle was nice, but once it got to the part where hitting the walls could cause a game over the game got a bit too difficult. Nice work and idea though!

Perfect. Perfect sound effects, original idea, and really fun. A good way to improve your Tetris skills!

Very creative idea. I think the pellets could be bigger and/or the running be less floaty as it was hard to collect them. The shooting guys also were very hard to avoid on the final level. Still, just good concept and animations!

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Awesome concept, and I love that you can shoot the arrow through the holes, as well as monsters can go through them! The fact that you can leave the arrow behind and go rooms ahead of it is a nice touch. The lighting looks solid too. Checkpoints would be nice, as I died and wasn't motivated to retread all those rooms. Still, good job!

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I love the concept, but I couldn't get rotating the light to work and as such couldn't finish the game. I tried rotating it on the arrow keys and got no result. On the right analog stick I got the light to shrink but not reopen. I couldn't solve the hole-in-the-wall puzzle.