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NiGHTcapD

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A member registered Apr 22, 2018

Creator of

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A lovely little gamepuzzle. 16 held me up for longer than I'd like to admit.

Not possible past "what he was lacking". Unless I screwed myself earlier down the line.

You can get really busted really quickly.

I beat the whole game on normal without recovery, anyhow. 63$, right?

Maybe I'll come back and play this on hard mode, though not if a stat isn't working.

I've never seen any healing happen at all.

The recovery stat doesn't seem to do anything. I think everything is harder than it needs to be for that reason alone.

Took me about 15 minutes, but I beat the whole game! I feel pretty good about that.

This gives me nostalgia for a very specific time, a very specific company: Nitrome.

Let me rotate left and right with Z and X, please. And I do wish the color of the block were more visible on the incoming block

It may have been only you. I figured it out after fooling myself once, though there could have been a way to better telegraph the out and in.

I was able to play when zoom was not enabled, and I completed the game briskly in Chrome. Many fun surprises! Adding spawn and goals to the moveable blocks was well-timed, and I think I had eagerly been awaiting the final level's clever twist long before it appeared.

For no obvious reason, the game will not run for me. In my attempts to start the game, enter does not work, and spacebar scrolls down, which makes me assume that focus is the issue.

The only thing I can assume is the offender, if not the game itself, is having a zoom call in the background. It still makes no sense to me...

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I have a mouse whose buttons I use to go forward and back a page; mouse4 and mouse5. This mouse does not have a scrollwheel. I cannot select a golfo. I cannot properly play the game.

You can fall through the left on Aristotle. There's some collision missing.

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And thank you for the jammed-out experiment!

As a legitimate lover of Tetris, I must say that some elements of Tetris are...unwieldly for this game. Tetris is interesting because you have near-perfect control of each piece, which allows you to clean up all sorts of messes you make. An example here of the need of such control, which is lacking here, being that if you start with an S or a Z, as I did, you would have to shoot a left or right at the perfect time to slip a piece in to not have a hole...or have to run into a mover to gain access to a garbage line to fill. (It didn't help that I 1. didn't know about garbage lines until well after, and 2. started with an S and then a Z.)

Simpler shapes would be simpler, natch, and allow for a better chance of a skilled player being able to "play forever", perhaps with dominos and triminos, or with color-matching games such as Puyo Puyo or puzzle fighter. But the ultimate goal of block-dropping puzzle games is either to be able to "play forever" like any good arcade-y score attack or to cause an opponent being competed against to top out or otherwise suffer a lose condition. These "controls" are not conducive to either...for Tetris. But perhaps another puzzle game...maybe these controls could make a simplified Yoshi's Cookie be interesting?

Functional, but unwieldly.

...okay, nearly unplayable, but maybe with a different block-dropper...

(My co-conspirator submitted this but I made it too)

"If Lethal League had a horde mode"

Good stuff. Really does wanna make me try and play Lethal League against foes who can't handle a ball, but can attack you directly.

(Made, but wasn't the co-conspirator who submitted, game)

Already rated, thanks!

Care to check out my game too? I made "Aircrafty Duo" with Inki Crow.

I think the shooty enemies shoot too much, if you want to kill them you have to give up on doing anything else until they're dead.

Maybe v2 will be like dnd where you get a move action and an attack action, to even the odds against the onslaught? Take two move actions, even, or a move and a shoot in any order, or...or shoot twice for one powerful shot?

Oh, and some enemies linger at the end of a wave. Free points.

I think the shooty enemies shoot too much, if you want to kill them you have to give up on doing anything else until they're dead.

Maybe v2 will be like dnd where you get a move action and an attack action, to even the odds against the onslaught? Take two move actions, even, or a move and a shoot in any order, or...or shoot twice for one powerful shot?

Oh, and some enemies linger at the end of a wave. Free points.

I, NiGHTcapD/Night Shyne, am the other creator of the game! Hello hello.