This has a lot of social/streaming potential, as you guys say. Kind of a more chill "Keep Talking".
Respect for the hustle and the price is right. I just bought on steam. Best of luck to you guys.
This has a lot of social/streaming potential, as you guys say. Kind of a more chill "Keep Talking".
Respect for the hustle and the price is right. I just bought on steam. Best of luck to you guys.
Thank you so much for your support! We hope you enjoy the game, either solo or with friends and family :)
I like the single screen arcade vibes here and the focus on planned movement.
Easier to "read" than "George The Gentleman Frog", but still a bit unclear even with the graphical options, if I'm honest.
[Edit: These options make a huge difference! I can't tell you how impressed I am with you taking this issue so seriously or responding so quickly! +1 :) ]
Just released a new version with a few options to help. Cheers!
Bullet hells are not my thing, but I very much appreciate the smooth controls and the focus/drone mechanic. Have an up!
Worth overcoming the initial learning curve. Has an almost Windows Entertainment Pack sense of zen.
I played a ton of Chip's Challenge, Jezzball and Skifree from the Best of Entertainment pack when I was a kid, so hearing that makes my day. Thanks for playing, alsoknownas1 :)
It's neat!
I can't possibly say everything I want to about this incredible gem in a short comment. Everything adds up: the incredibly evocative (and cinematic) opening, the "QuickTime VR"-esque navigation, and just a hint of actual puzzle solving. The sum is one of the best "little" VN experiences I've had, not just on NG but anywhere.
*mild spoilers*
Even though it's not all my cup of tea tonally, I absolutely love the approach you've taken to narrative design with the "recruit" mechanic. The way that lets the mid-game branch out non-linearly to be recollected in the ending (and the presentation of said ending allowing for true integration of player choice) is low key brilliant. I really like the approach to dialog choices as well, with them more emphasizing one thing over another rather than being obviously "good" or "bad", it really made it feel like hanging out and talking.
Great work!
Glad you enjoyed the game and all the little design choices I tried out in it!
I may have only managed to score "B: Acceptable" but this game is definitely better than that!
I did have an issue where the triggers (as apposed to the shoulder buttons) didn't swap colors, but I was able to use the keyboard for that. Also, I really like how the onscreen controls swap between showing keys and showing gamepad buttons based on what you last touched. Pretty slick.
My only other UI comment is that I expected to be able to "tab" or move my cursor over the whole UI instead of having to use one set of keys/buttons to swap styles, another for tabs, and yet another for colors. Yes that's slower, put we've been trained by other UIs that that should work.
I understand, about the triggers (for some reason in the browser version they don't work, in the downloadable version they do), about the rest I can only say thank you very much for your comment. :)
After getting a few levels in I immediately headed over to itch.io, only to be dissapointed I couldn't kick you a few bucks. It really is that good. And it isn't just that you stumbled onto a good idea. The "polarised" barriers and each character having unique character traits (floaty, strong, small), it's all wonderfully executed. On top of it all, it has heaps of charm to spare. I love the idea of opposites like this going on a journey together and your art style immediately evokes 70's adventure animation ("The Point", "The Phantom Tollbooth"). This is fantastic!
I had a good time. I like how the game's approach to tower defence leans towards the "competitive idle game" spectrum of tower defence.
Thank you very much! I see what you mean honestly haha, my original intention was to make it kind of beginner friendly kinda, but it also definitely feels like an idle game too
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