So many awesome artstyles, so many cool characters. Kitty, you beautiful bastard.
I could look at this all fucking day.
So many awesome artstyles, so many cool characters. Kitty, you beautiful bastard.
I could look at this all fucking day.
Thank you! @WillTommoDDD brought together a great team and did an amazing job with the logo and design. It was super easy for aka1 and I to make an interface. And that art needed the best interface! So many good artists!
A cleverly and creatively crafted collaborative compilation of clocks, with a banger track to top it off.
Happy Clock Day, everyone!
B A N G E R
...well it took me a bit to get to grips with this shit, but it was pretty straightforward once I worked out the ropes. Didn't even need any sort of tutorial.
Pretty damn relaxing. Kinda reminds me of Antimatter Dimensions. The fair number of medals is nice too.
Glad you enjoyed the game, antimatter dimensions is a pretty big inspiration, I only have a few… thousand… hours in the game :,)
Another fun-as-hell episode from you, but damn, you cranked up the microgame's difficulty in this - I struggled with a few of these.
Also noticed a typo near the opening - you accidentally spelled "to" as "too" whilst Miller was saying "I'm trying to".
EDITED TO ADD: Also, Jesus, that boss microgame's fuckin' brutal on my touchpad - I ended up needing to pull out my autoclicker to beat it.
Thanks :D Fixed- good catch!
Main complaint's the highly awkward controls - acceleration is far away from the turn controls, and using LMB to shoot is entirely unnecessary.
Putting movement on the arrow keys/WASD and firing on space would've been much better.
Sure, thanks for the feedback i'm gonna change it!
Edit: Changed them, try it out if you want!
Pretty damn fun, and pretty damn hard, with very distinct sepia visuals.
That road isn't just curvy, its non-euclidean.
Haha thanks!
The sprites flickering on-screen is accurate to the NES, but it makes at enemies a fair bit tougher when it happens.
Having to mash X to reload the revolver also felt pretty awkward - a good alternative would've been having ammo slowly recharge over time, to give the player a choice between constantly firing at a slow rate or waiting until ammo's full and rapid-firing.
Okok, let me test more ways to reload and i'll reduce the sprite flickering
A solid little collection of wallpapers - some of these could probably become official ones with how high quality they are.
Nice work, everyone.
I doubt that my wallpaper will be official...
My wallpaper probally will be official too.
Gonna be entirely blunt here - this is pretty much unplayable.
Complete lack of keyboard controls aside, actually jumping from building to building is purely luck-based, as you have to hit the jump button and pray your character actually does the rolling jump you want (instead of the inadequate basic jump that gets you killed) *and* that the collision detection doesn't fail, causing them to clip through the building and die.
I fixed all the errors. Now it should definitely work
Short, but sweet little platformer.
Main complaint's the doors - didn't find them intuitive at first, and briefly thought getting past the first key was impossible as a result.
I figured that might happen, ah. Hopefully some ppl will think of it as a confusing little challenge.
Keeping the portal functioning fine, one gratuitous rhyme at a time.
10k Saves - 15/05/24
10k Medals - 27/05/24
Age 24, he/they
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TERF Island
Joined on 1/1/23