Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Notester82

128
Posts
2
Topics
17
Followers
150
Following
A member registered Jan 29, 2016 · View creator page →

Creator of

Recent community posts

(1 edit)

Holy heck, nice game! :D Feels like quite the  mind-bending puzzler with how cautious you have to be with your piece placements and movements in order to not get stuck, which I liked trying to overcome! (The cursor being 2x2 especially makes things interesting~) The gray blocks especially had me sweating on a couple stages especially after I encountered my first one in Beginner Stage 3 without reading the tip about them, hhhhhhhhh... Speaking of the stages, the starting arrangements on some of them were neat!


Really enjoy the presentation of Aquoʒia as well! The UI's clean and arcadey, I love the clear animation of a line being drawn through where you've filled up a row of blocks and said blocks turning white and rotating, and the rising bubbles in the background are a neat touch! This honestly gives me "old PC shareware game" vibes (especially with the music chosen, very cool and nostalgic-sounding stuffs), which I like! c: Shoutouts to the stage time splits on the side as well, makes me wanna do some serious speedrun attempts! (Your final course times being saved and shown on the main menu (and in-game) would've been neat though, and the Course Clear text *does* start covering up times after 6 stages (maybe it's a matter of having a final results screen after the Course Clear to show the name of the course you were on, your splits, and your final time + score?) , but it's all goooood.) 


And lastlyyyy, I was sorta sad when the music didn't loop after finishing, but that's honestly a smol nitpick (and motivation for me to try and clear courses before the song ends) ^^; Still great work overall~

Neat path-making puzzler! c: The mechanics of having to make a path that connects to the edge of the board is interesting (Sen-Know moment???) and I liked having a couple moments where I made a clear, which then cascaded into another clear being available! The forks needing a moment to refresh and be available again definitely caused me to have to plan out said clears carefully, which was fun to work around. (Speaking of the forks, the animation of them being dirty, then getting cleaned up later was a cute way to convey their readiness!)


Admittedly I ran into a visual(?) glitch where multiple forks would be highlighted while in fork mode, which confused me while cycling through them, but it's all gooood ^^; Also slightly wondering about having a lil popup for points earned on your current clear nearby the fork that did it, but it's not super necessaryyy


The menu being...well...a menu was a fun touch, the music's lovely, I like the chef enthusiastically holding up the scoreboard on the side, and this game kinda gives me RoyalGames vibes (which is a positive!! I know the company King is a bit eh, but I'm personally nostalgic for those old flash games they had a while ago before making it bit with Candy Crush)! Good stuffs! 

Aaaaaaaaaaaaaaaaaaaaaaaa, this is so good! :D I love the floppy spaghetti pieces and how you have to try to avoid a couple "gotcha"s during play, such as making a 3x2 closed loop (meaning nothing else can get added to it) and having spaghetti ends point downward (though it's not impossible to link a downward-pointing spaghetti, just tricky). It's also really satisfying to lay out a bunch of ingredients and drop a spaghetti to attach onto all of 'em!

Regarding the fork, it's nice that you can stab it into 2 tiles, which can help with adding an extra ingredient onto a spaghetti chain, or even grabbing 2 spaghetti chains (which can be nice for getting rid of those aforementioned 3x2 closed loops without tanking your restaurant rating)! Also appreciate the ability to cancel your fork by hitting a fork block! (Juicy sound and animation for such tooo!) And bless you for allowing the player to rotate the fork for fun~ -u-

Another very different and interesting falling block game overall (and dope music from Pentadrangle again! The intro music that played as the game was loading made me excited to make some spaghetti, and the in-game track is catchy too)! Feels like I traveled into the future to play a later Punkcake release cause I can't believe I played this for free...and an extended version's on the way... ;u;

Neat Star Stacker-like! ^^ The addition of spell cards is interesting and I like that the effect is based on who you match it with! (Also you're crazy for triple hard blocks with the blue-haired gal's ability (I know Marisa and Reimu by name but not the third, fake fan), hahaha ;u;) Also gained a bit of an appreciation for the swap button after realizing that double rotates can be tricky to land sometimes when the edges of my board are high, hehe


Juicy sound effects, cool pixel artwork (especially like how the characters pop out of their boxes a bit), the scrolling library background's cool, and the CPU can throw hands at times which is dope to see!

Aaaaaaaaaa, fun Pipe Dream-esque game! :D I love how due to ropes not disappearing inside loops, you can kinda think ahead with your piece placements to try and set up the foundation for the next capture while you're working on your current one, and it's neat to have moments where I leave myself open to bail out on a bigger clear in favor for a smaller one if it seems like I'm not getting the pieces I need, heheh

Also the TNT having delay is a cool choice too, even ended up having a moment where I was almost out of time in Arcade mode but had a lone Meeple that was easy to capture, so I sped through my piece queue and held a TNT so I could reach the piece I needed in time, meep(le)!


Nice music (especially the twangy instrument on the title screen) and sound effects, cool J2ME-esque aesthetic (I know it's being designed for the Playdate which is also a lo-fi platform, but this game gives me old flip phone game vibes which I loooove, and shoutouts to there being a daily challenge mode as well (though on the Windows version, it did give me the ability to play again (albeit with a different starting arrangement of Meeples), just as a heads up)! 💙

Very nice take on minesweeper! :D Took a moment to take in how everything worked and eventually I found myself attempting a 2/3 chance to dodge the last mine...but failed ;u;

I persevered on the very next run after though, and managed to get my first win! Satisfying stuffssss 💙

Fun game! I like the feel of controlling both a collecter* & avoider* and trying to balance your greeding with keeping the avoider safe (and it especially feels satisfying to do a scooping motion into a huge pile of black tapioca as the black star swings downward), feels like I'm pulling off tight acrobatics as the tapioca bounces in and I zip myself around as I take in their trajectories~ Also satisfying sound desiiign


* Waaaaait, I remained on the game over screen long enough to see some white tapioca appear (so the black and white stars are collecters and avoiders for their alike/disalike colors, respectively)... ;u; Those should be fun(ny) to try and collect once I get far enough in the game to actually have to deal with 'emmmm

(1 edit)

Cool game! I like how it gives me Paint Chase (UFO 50) vibes from the player painting the floor in their color while the white square erases anything it moves over... -u- The constantly-changing red squares are cool for keeping the player on their toes too, and it especially leads to tense moments when the white square is closing in while you're trapped, waiting for the walls to disappear before you then have to plan your route for the new incoming walls, heheh! Aaaaand the minimalism is neat too, even down to the player's current/last/highest score being tick marks!


Haven't quite figured out what's making my movement speed vary (I'm playing on Firefox if that means anything, but I could also see it being some in-game mechanic (does moving closer to the white square or being in the same row/column as it cause you to move quicker?)), but it's all goooooood

(1 edit)

"I got a poiiiiiint!!!!!"


Curse you, jseakle... Thank you for the unorthodox experience, but also curse you. -u- (I will now go for 2 (two) points, ooooooooooooooo)

Hooooooooooly heck, this game is chaotic and I love it ;u; So many interesting obstacles to try and get the hang of avoiding, and then there's choosing how to even defuse the clusters of boxes you're dealt, especially since some can affect other boxes/obstacles, wooowsers...

(Also thanks for the lil warning upon trying to enter Training mode, it's still neat that it's there, but trying things out on my own was a fun tiiime)

(1 edit)

Nice game! :D Reminds me of those levels in Osmos where you're in a space full of bubbles, but much more chaotic (as you're trying to dodge everything instead of carefully ejecting mass into other bubbles bigger than you to either scoot over to other areas or start a chain reaction that lets you absorb now smaller bubbles), hahahaaaa


Feels nice to dodge asteroids while trying to collect orbs, and the fact that the objects you're trying to collect affect each other and other objects collision-wise seems like it can make for some interesting moments in gameplay (along with like, everything else near and far that you have to keep track of to predict how you should maneuver through things)! Love the sound design as well, from the chill ambience of space to the satisfying sound effects, and the minimalist visuals look neat too! (The crosshair you get on your player as you focus especially feels pretty fitting and cool, like you're manipulating a high tech telescope/microscope)

Wish I could relive playing this for the first time, cause hearing all the overlapping clink sounds as the marbled clashed threw me off-guard (in a funny way) ;u; (Clink jumpscare aside, they're pretty satisfying-sounding too)


Neat lil game! Makes me think back to Hamsterball's multiplayer arena mode... 💙

Thank you very much for the update, it's neat to hear from you!


Though at the same time, I'm sorry to hear about Inflorescent Games' closure (but like you said, it's at least good that y'all closed on your own terms and for an understandable reason) and the lack of permanent housing, really hoping that things will get better for you soon 💙

Awesooome, thanks for including some campaign levels to teach tips and tricks! :D

Yaaaaaaaay, very glad to hear you found a publisher! :D

(1 edit)

Oh my goodness, this is such a cool and clever idea! :D Feels like one of the only falling block games I've ever played where you wanna intentionally make holes, and it's definitely taking a bit to get used to such, especially the 2x2 Wormholes (but in a fun way)... ;u;

Good music and nice visual style as well, I keep wanting to imagine that this is a Bit Generations game or something, heheh!

Cool game! ^^ I like the mechanic of a cursor zooming around a loop while notes appear on said loop, and the freedom of being able to press any key but also having to be wary of stuff like single/double presses and holds simultaneously is pretty fun, reminds me of Projekt Godhand a little! 

(1 edit)

Interesting adventure so far! c: I like how mysterious things feel, and the pixelart looks pretty cool too! Also appreciate some of the humor sprinkled around, heheh!

This game's pretty neat! c: Simple but kinda addicting concept akin to stuff like Super Hexagon, and the orb increasing in value each time you collect it makes for some fun risk vs reward moments of chaining a ton of orbs but trying to make it back to the safe wall in time! The rainbow/glitch effects as you dash/die are nice tooooooo~

 

Aaaaand Appalach did a nice job with the music! :D

This is a pretty interesting game! :D I like how the base mechanics/rules are simple (throwing balls, rolling dice each time they're hit by the ball and triggering any sticker effects, adding stickers to a die face after each throw), but things get more and more involved with all the sticker effects going off and the potential combos that can be performed.. -u- I even find myself pondering between my throw options sometimes, like trying to hit and roll a singular die multiple times (especially if I really wanna trigger a sticker on it a bunch to score more points) or going for hitting as many dice as possible to get closer to a Dice Scanner bonus! That combined with the bonus for shooting outside from the radar makes things intriguing!

Also, this game has a toooooooon of charm~ :) The tumbling mouse cursor trail, your encouraging words in the action log after every sticker pick (you're like the opposite of Stoat from Inscryption, haha), the characters and how each of them have a circle and an X in their designs (and I just noticed that the circles that accumulate in the character box are eyes that fall off from the characters upon defeating them, woah), your peep at the starting screen giving a thumbs up as the player hovers over the wishlist link, the various scrolling patterns in the background, etc.!

Lastly, if I could give a suggestion: While I can imagine the chaos once you have a heckton of dice, I wonder if it'd be neat to right click a die on the board to have it flash in your dice list, and vice versa (so you can distinguish between dice that have the same faces). (Also regarding the radar, for whatever reason it took me a moment to understand what the tip about it in the log was saying, I didn't pay enough attention to the "center" part of "radar center" ^^; I guess the center of the radar could be marked yellow? Though hopefully it doesn't make the player go "I should shoot from the radar center every time", heheh)

Hooray loops!
And thank you for making! Nice to see you delving into more game ideas and learning Pico-8 in the process! ^^

Meeeeeep, this is a pretty interesting puzzler! :D Gives me some Sen-Know vibes, but the mechanic of stuck pipes and enclosed areas turning into blocks is an intriguing garbage system! I like how it can be helpful or a hindrance depending how you your stacking goes, and trying to clear it away when most of your board is filled with blocks feels cool! I also like how pipes and blocks can float in midair, making for some funny attempts to either clear them or use them as supports for making other matches!

The tangled pipes in the background and the gold frame on the board look cool, the logo on the title screen's neat, and I like the sound effects and whimsical music in-game! I do admit that the piece movement when holding down left/right could be a bit quicker though ;u;

As for scoring, after a while I stumbled into the fact that making big squares with the 2x2 L pieces scores very well, so I began aiming for making only those while scooting/clearing other pieces to the side, at least until stuff got much faster. Ended up reaching 93,516pts (at Level 18) after several attempts! :D 

My score progression went like this, if you're curious: 27,463 -> 34,643 -> 56,900 -> 69,505 (I thiiink this is when I started realizing big squares are huge) -> 72,292 -> 93,516

(Alsoooo, rough to hear that the LA wildfires dislocated you for a bit, but I'm glad that you're alright! <3)

Nice game! c: I admit that at first, it took me a moment to figure out how some of the placement mechanics worked and how to score enough points to move on to the next stage, but eventually I realized that placing buildings in the zones that match their color was the key! 


Speaking of placing buildings in the right zones, I do like the different sound effects that play based on whether you placed a building in an optimal spot or not (and I really like the sound effect for putting buildings in optimal spots, simple but satisfying)! I also like the details you managed to fit into the (building) sprites!


As for some suggestions, I have the following:

  • I had some moments where I had no more (good) moves yet and I wondered if it'd be nice to have a button to end the timer early and go to the results screen quicker (and then that could be a statistic alongside the score and resets too)
  • Renaming "Reset" to "Skip" would probably be good since you're skipping the current piece to generate a new one, seeing "reset" made me think I was doing something drastic like undoing a move or resetting my entire board
  • Maaaaybe rename "Next" to "Current"? This might be very nitpicky, I'm just used to puzzle games where "Next" means the next piece you're going to get after placing the current one, eheh ^^;
  • The color of the piece shape in the "Next" slot changing to be the color of the type of building you're about to place could be neat, but it's not super necessary

Fun game! c: I like the minimalist style, it feels addicting to try and line up large captures or catch the running peeps in a circle, and everyone walking around with colored clothes reminds me of Tokyo Crash Mobs~ ^^

This is one cute bee! .u.

Yoooooo, this is huge! :D

What a surreal experience! I liked slowly getting the hang of what the game was asking from me and the glitchy ambience was an interesting touch toooooo

Yooooo, the nostalgia is so huge right now, thank you for reviving ZONR! :D

(1 edit)

I like each AI's style/personality, from the way they talk to their fonts and board layouts! I especially felt the whimsy from AI 1 with their smiley face doodle and eventually felt compelled to do my best to make moves to let them win (even if it felt like they didn't fully realize when someone had won). :) AI 2 was nice too, still had a bit of soul in them and I was able to catch onto their imperfect strategy to win. Aaaand AI 3, while perfect*, felt like a void. :x


Nice experience, it's making me question if AI 3 is really the best if AI 1 could bring me joy that the other two couldn't (dialogue-wise, at least). L-like obviously, they're playing optimally, but maybe there's more to AI than that...or something.


*Edit: Okay so after peeking deeper in the comments, I realized I could do the same tactic I used on AI 2, but I felt inclined to always play in the center because that felt like The Strat™ to use to force either a tie or a win, interesting...

Aaayyyy, very nice to hear that things are looking up with your card game! c:

(2 edits)

Heheh, same here.. ;u; Seems to happen when you grab a block (not just abilities, but parts of Lloyd's brain too), then try to place it down without moving the cursor first. It doesn't happen all the time, but still most of the time, aaaaaaaaaaaa

This is fuuuuuuun -u- Would it be possible to add support for numbers on the number pad while Num Lock is on?

Holy heccccccck, this game's really cool! :D I stumbled into Brick Breaker Revolution (2) a couple years ago while looking at old J2ME games on YouTube and went "woh, this looks neat, wish I could play something like this", and BrickBreaker Sprint is exactly that! I love the futuristic UI (and how it replicates Brick Breaker Revolution's style but also stands nicely on its own), and all the music tracks are great! As for the gameplay, I love the score attack nature and mechanics (clearing waves Pac-Man CE-style and even earning a lil extra points for clearing certain groups of bricks)! It's also interesting to experience my desire for Ball Speed Up and Ball Speed Down pickups flipflopping once the game gets fast enough, and then I'm balancing trying to keep the ball slow enough to not lose control, but fast enough to get to clearing waves quicker, heh!

Looking forward to seeing more for this game in the future if it gains enough traction!

(1 edit)

Meeeeep, well said! :D I know this leans more towards filesize instead of performance, but sometimes I peek at the filesizes of all my installed games and go "woh, this game I like a lot is only this big?" I'm not pressed for space or anything, but I appreciate Mixolumia's smolness~

The credits lists the music composer as Jac Cooper (@JacCooperMusic on Twitter)!

This was a funny puzzle! ;u; Also a little thought-provoking in a way too.

The same enemies will appear at the same moments in the song but as far as I know, they'll be positioned differently as spawn locations are pretty much random. 

Awesome game! Several curses stacking on top of each other makes for interesting runs, and I love the heck out of the amen break usage! OUO