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DoveShackBaby

8
Posts
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A member registered May 28, 2019

Recent community posts

The basic idea's fine, but there wasn't really much stopping me from standing still and letting the slimes come to me, which I imagine isn't really the playstyle you envisioned.  If you take another pass at this maybe look for ways of forcing the player to move.

Thank you!  Just knowing that makes the game much more fun.

A bit of tutorial might help.  I understood the weapon cards and had a lot of fun with them, but don't really understand the other two (besides that the boots make you run faster).  I understand wanting to make the player figure out exactly what each card does, but I think at least the card slots should be clear.

Also the extra little window that pops up keeps printing a whole bunch of errors while the game runs.

Just when I was getting tired of "out of control because controls change," I come across this really clever approach.  It's like Twister for my fingers.  And the music & aesthetics give me big Monster Bash vibes, which I like.

I like how efficient the design is here.  There's so few mechanics but they tie into one another so gracefully that you get a good amount of depth for not a lot of complexity.

I really loved this!  The feel is amazing and I love the use of screen wrapping to extend freedom of movement while keeping everything in a manageable space.  The learning curve was just right to keep me feeling challenged and the game left me wanting more.

If I had one complaint, it's that the targets are just a little too small, at least for the early levels.  It might help to start them a big bigger (or otherwise easier to hit) and shrink them as you go along, considering how tricky it is to get really precise movement dragging a mouse.  A few times I whiffed a straight shot on a stationary target I was sure would hit.

The conveyance was great, btw.  It's easy to tell at a glance what's going on.  The way the ship not only goes dark but bounces around like a normal object until you regain your boost really sold the out-of-control feeling.  Really solid game.

I enjoyed the game, and would definitely check out a fleshed-out version if you decide to make one; I just think I would have enjoyed it a lot more if I could spend more time engaged with the puzzles instead of the controls.

An "undo" function or Ctrl+Z would help a lot.  It's very frustrating (& difficult; I have trouble with short-term memory) having to retrace my steps from the beginning just because I hit X instead of C, or needed to double-check what effect something would have.

Also the text scrolls very slowly and the instructions are often unclear.  I still don't totally understand what the different colors of wire mean (if anything).

I get this error message when I try to run the game (if the image doesn't show up, it says the pck file may be missing; I don't know what that means).