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belzebumipiacitu

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A member registered Jul 21, 2025 · View creator page →

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If anyone were to tell me they were thinking of combining Snake and Tetris into a single game i'd probably tell them to put the bong down. Yet Ormblok is precisely that, and it's one of the best arcade games i've ever played

De-learning the Tetris approach and getting the right timing/spacing to build the multipliers, points, and finally the square was initially frying my neurons, a good amount of brain rewiring was necessary. But once you get comfortable with the shapes and grasp how to efficiently place them, it's an absolute blast. The risk/reward aspect of stacking as many pellets as possible within the top threshold and subsequently rationalizing the most "score efficient" path when switching to Orm mode is tons of fun, never thought i 'd get such an adrenaline rush from a Tetris/Snake smoothie

Reaching the kill screen was almost as hard as the OST goes on this one

You guys are just as talented as you are insane, excellent work. This is a new favorite of mine

Phenomenally executed concept. Impressive, squeaky clean spritework. A most excellent Undertale tribute. I hate mondays though

Took me a second to figure out the mechanics, but once i realized that the power connections had "direction", everything clicked

Exquisite concept, i'm all over this one

Not only is this a great puzzle game, it also provides precious knowledge about electrical energy that i immediately applied at home. Electricity bills are now a thing of the past, and so is my house 

Phenomenally executed core concept + cute crispy graphics + chunky SFX + creative level design + uber tight controls (>>>dashing)

The amount of attention and care that was put into every single aspect of the stages (from their structure/arrangement to the placement of pickups) is insane

A mos(s)t impressive puzzle platformer, easily one of the best i've ever played


Ayy thanks! I feel like what really helped, aside from memorizing the shortest paths, was holding the directional keys before the levels started and before the gliding animations ended when i was moving on ice. As you said, it's pretty much all about avoiding mistakes

Thank you guys for making this little gem. I had a great time gliding around, jamming to the music and reminiscing on childhood memories from the Gen II Pokemon games era

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Fantastic take on the "ice gliding puzzle" mechanic + groovy OST + cute, polished pixel art + simple, responsive controls

Also loved the attention you put into creating multiple possible paths to level completion, i particularly enjoyed looking for the quicker ones

This is a hit (a pengWin, if you will)

 

Takes a second to figure out the entirety of the controls/mechanics, but once you do you're doomed, crazy addicting gameplay formula here

I like how chasing after the outfits to get (super useful) synergies provides an extra layer of difficulty, very interesting scoring system too

This one is a banger


Simple and engaging concept, tough yet fair challenge, my typa game + sword jumping is really cool


(Sadly the game seems to stop once you reach level 18)

Phenomenal concept, i love how challenging it gets once you unlock more ingredients the have similar colors

Cute sprites, crispy sound design, addicting gameplay formula, a hit for sure


Classic engaging dungeon crawling action, squeaky clean spritework/presentation (Zarath looks phenomenal), crunchy sfx

Really digging this


Cool Shmup with a unique control scheme and health bar mechanic + crunchy sound + addicting gameplay. Good stuff

Very cool concept with smart level design complementing it, good times

Forgot i had a keyboard and was called incapacitated for it 10/10

I played thorugh the og, the first demo and the physics build

Such an impressive project, legitimately pushing boundaries here

The controls/movement mechanics are incredibly tight and responsive, makes navigating the game maps an absolute joy

Unique pixel art style, smooth animations, peculiar charcter designs, otherwordly setting, vibey soundtrack, sound design that slaps with great feedback, interesting storyline, engaging upgrades system, fun achievements, the list goes - This game has so much going on for it, it's unreal 

I especially enjoyed taking the fast way across the lake, love when developers implement challenging sections requiring mastering a specific set of mechanics

Sounds like canceling development was ultimately the best choice for you, happy to hear you're in a better place now. Despite the unfinished state of the game, you managed to deliver an incredible experience, i know this one will have a spot in the back of my mind for ages to come

An engaging set of mechanics so simple yet so tricky, this is tons of fun, that good stuff

Wish this game was a part of my childhood, it's that good

Smart mechanics, tight controls, challenging levels, squeaky clean sprites/animations, banging soundtrack, extremely fair scoring system, printable manual. Instant classic, this game just does not miss, looking forward to the physical release 


(cut screencap since there's a little secret awaiting past game completion)


The amount of confusion i had at the start was just as much as the addiction i developed once i figured things out

It's crazy how PICO projects have the most insanely ingenious mechanics. This game reflects the spirit of the early console era, working with limitations has the potential to push creativity to its rawest, purest form

Another praiseworthy element is the difficulty scaling, exquisitely executed. Many arcade-y games have a tendency to keep speeding things up without limit, until it's almost not humanly possible to keep up. Recycled Blocks gets intense as your score grows, but it sets a maximum threshold where, despite things getting hectic, it still feels fair. If you play your cards right, you can manage. The adrenaline rush provided by the chaotic gameplay towards the "later stages" of the game is surreal, something i ususally only feel when reaching the end of a 1CC run in shmups/bullet hell games

This one is an absolute gem



Red Mike Wazowski flees from meteors 10/10

Truly outstanding, engaging gameplay formula, polished pixel graphics, fire OST

You can tell some love went into making this




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One of my favourite PICO games, the mechanics feel so tight and responsive, it's addicting

Seeing this concept expanded with different insects featuring varied speeds/sprints/skills along with different shapes to avoid would be awesome


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Such an original idea for a bullet hell game

Engaging mechanics + great presentation + cripsy graphics and sound design/office ambience (what's the office lady blabbering about tho, Narah - Nalah?)

Good stuff, all over this one



I think there were a bunch of times where i felt like i ran straight into the enemies without paying the consequences. Maybe the camera angle did trick me, it is kind of an unusual one for a game that implements a shmup-like hitbox (yet another factor that makes the game stand out to me). Maybe making the hitbox visible via a tiny shiny dot, as many shmups do, might have helped here

I'd love to check out what you guys are cooking up, do shoot me a comment when it's ready, looking forward to it

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This is so good, the gameplay mechanics and the upgrade system are mint

I used to love this "Crafting" game genre as a kid, implementing it into a Roguelike with a unique control scheme is such a cool idea. Crazy amount of item builds to try out too. Great stuff, i'll come back to this one for sure



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Phenomenal one, really well made


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Speedrunning cooking things while a rat stares at me 

Loved the gameplay as much as i hated the PhYsIcS

10/10


Satisfying puzzles + top tier cacti pixel art, chef's kiss



i really like the OST and its different iterations based on the place you're in

the atmosphere is somehow gloomy, cozy, depressing, dreamy, uneasy, nostalgic and hopeful all at the same time

a simple yet effective presentation, really hits the spot for me

i got the idea of freedom

me likey


C for despaCito 2

(love this game, last level is brutal gah dam)

A game about speedrunning tasks (including farting on the mayor) 10/10


SPOILERS




Really solid concept, the mechanics are fun and engaging, playing on neon difficulty requires you to make full use of the stun shot

I feel like the hitboxes could use a little more refinement (though they worked mostly in my favour)

I'd love to see this idea further developed, it has a lot of potential honestly


Love the wordplay title and the core concept, binding the ability to jump to a loop is a really interesting and fun mechanic

A few critiques

1) Sometimes closing a loop triggered the jump animation/sound effect, but the character did not actually jump. Can be kinda tedious in a game that requires rather precise input

2) Having to wait through the "level overview cutscene" every time you restart was a little annoying, having a "skip" feature would have been  greatly appreciated  

Aside from these minor issues, this was such a great time, i wish there was more to play. Looking forward to checking out the rest of your creations



This was a blast

It's interesting how you occasionally have to rethink a path that works for the first loop but may get you into a moving sawblade in the next one


SPOILERS (if you don't read descriptions)




Solid concept, this was a great time



The hardcore Snake experience, with a title that hints at a core in-game mechanic essential to scoring high. Hermeticism meets gameplay, but not nearly as much as my fist met with my keyboard inbetween the attempts for the highscore


Cute graphics and satisfying puzzle solving, this one was a blast




Great puzzle game, intuitive and fun




space dawg shooting at things 10/10

Great concept, the idea of intertwining two game builds as a gameplay mechanic is really original

But man, those last two levels? I'm way too slow, wouldn't have figured them out in a thousand years

No v. bux 4 me



Fun mechanic and very well made pixel graphics

The last level felt a little "leapoffaith-y" despite the "look" feature (maybe i was doing things wrong) but i still managed to get back to the ship

Aside from this minor issue, good job, would love more levels