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Dissimalative

34
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A member registered Jul 14, 2023 · View creator page →

Creator of

Recent community posts

The small level view is actually quite a good idea. Why didn't I think of that?

Thanks for the play! Despite me making a couple games before, I'm still in the middle of creating a "process" for making them. My planning phase is me scribbling a bunch of ideas somewhere with only a teensy bit of prototyping sometimes, and then I just develop. Most of the time I use story to tie together game mechanics after they've been cooked up, which leaves less time to flesh it out. If I had put more thought into it, I should have made the rocket about to take off visible in some of the levels, and probably made the tilesets match better.

Man, that sucks. Well, it's still good you got something out despite that.

W Ashley

Good spritework, great music, and a parry. What else could I ask for?

This is a pretty good first jam game. I think it may have been too ambitious - I encountered a lot bugs in some of the levels - but it was generally clear what I had to do, and most importantly, it was fun. Keep up making cool things!

Short, but sweet.

Gets chaotic quick - very fun!

I know it's a bit late, but I'm getting a compiler error on the web version of the game.

Gameplay loop is very gripping once you get the hang of it. I just wish you could delete belts that had isotopes on them.

Really fun! I was worried perspective would make it hard to judge the grenade timing, but it was actually pretty intuitive.

PIZZA TOWER MENTIONED RAHHHHH

The pseudo-3D effects were quite neat!

The art style was really good, akin to stop motion. Finding a good strategy is tough, but that keeps the game replayable. Overall, I just really liked it.

Pizza tower has one of, if not my favorite art styles in a game, so thanks for the complement! Also, I do agree now that leaning more into the ballon mechanic would have been more interesting. Perhaps not purely focus on it, but center the game around it. I didn't really think about it until a little after the first levels were done, so I was still in the "normal platformer" mindset.

BEEPBOX MENTIONED WOOOOOOOOO LETS GOOOOOOOOOO

I think I shoulda gotten it playtested more. Catch the quirks that I couldn't see, like the friction.

Level 3 was one of my... less thought-out... ideas.

Happy to hear that! I take great pride in my funny spacemen! I only playtested the game by myself, so I was like "yeah it's pretty obvious what inputs you need for this level; it's pretty easy" completely neglecting the fact I've been pretty much playing it for hours while developing. I'd rebalance some of the levels given the chance. 

Sorry - I overturned the difficulty too much - but, glad you enjoyed it nonetheless!

Yeah, if there's one thing I would redo about this game it's definitely the friction

The inflation mechanic was  one of my favorite things to develop

Thanks for playing! I was trying to go for more momentum-focused gameplay, but the level design came out very precision-platformy, so I think that may have been why I set the friction too low.

I like the game, but there's a lot going on at the same time. It's a lot to figure out the suspects, decipher the code, and input said code. The tension is actually quite fun and unique, but it's really hard to actually win.

This game is really polished!

Glad you had fun! Looking back though, level 3 was a bit of a difficulty spike lol.

Oh, ok.

I'm experiencing a bug where I can't enter the locked house even with the key. Otherwise, I like the puzzles. They're a little tough, but fair.

Peak

W Albert

Fun! Best time was 20:00.

Loved the game. It's particularly fun to bait the enemies into attacking each other.

I think I had the same problem. There should be a setting in the options menu to change the screen size.