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CheeseOnCheese

27
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5
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3
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A member registered Jun 10, 2020 · View creator page →

Creator of

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Haven't checked in on this in a while. The recent polish from the original prototype is looking great! I especially like the onboarding flow

thank you

Wow! This was really simple and engaging, I got through all the levels! 

Thanks!

Great game! I love the overall puzzle concept, the onboarding flow, and the presentation and sounds. I played up until "bap removal", and will try some more another day.

My biggest piece of feedback/frustration was when I failed a puzzle early (cat got bapped, etc) - the game let me keep playing and drawing more cards. I feel like in one puzzle the cat came back, but in another they did not? I could certainly be mistaken. If having a cat get bapped or jump out of a box is a permanent lose on the level, it could help to either just end it there or just say it explicitly - cause it feels a little muddy on when I have to undo or start over.

And I would love to play a game like this on my phone!

Really fun concept and execution. I especially enjoyed the panic of trying to get back to the start of the web.

I got a little confused between the bee projectiles and the collection orbs, ended up having a lot of orbs in the middle of the web that I could never get to. It'd be nice to add some cooldown feedback on the powerups!

Great job!

Great vibes. I like the movement of the snake-shoestring and the complementary racing view

Great visual style!

very atmospheric! The level transitions and save location were very nice touches.

Very fun, runs great in the browser!

thanks!

This game is GREAT!

I'm very curious how y'all got global leaderboards set up for a game jam game. I'm always looking for simple free solutions - any tips?

that was great, thank you!

I was just asking some friends how they can come up with complex puzzles like this, after creating all the systems. I thought your puzzles were very impressive with how interconnected they were, but seemed to only have one correct solution. Do you have any tips on how you approach level creation for puzzle games? Less about the mechanics, more about making an individual puzzle with only one solution - I end up spending a whole lot of time guessing until something works.

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This is one of the best puzzle games I've ever played. Please continue with this one, I'd buy it in a second!

That was great. I especially like how my past selves got in my way!

Wow! this was so simple yet so challenging and fun! It'd be neat to have an anti-mode where you have to catch all the missiles

Fun! It took me a while to realize that being on blank cells was bad, I had to experiment and replay 4 or 5 times to understand what was causing my "length penalty". The presentation is very clean, and I really appreciate the undo feature!

Very consistent art style and clean and easy to use UI. I especially liked how I was allowed to pause the game to rearrange my loop queue! The player choices are nice and simple, the difficulty curves up nicely (I won!), and the game overall seems like a nice and polished!

I noticed a few stutters that seemed similar to a problem I was having with a Godot web export. It might be related to spawning individual particle emitters for the first time, and rendering them all in advance could help get the stutters out of the way up front.

Great game, really impressive!

Wow! this game is hard! I got a little thrown off a first, thinking "red line bad", but then found out it was all about connecting the colors. 

That was fun! I had to finish all the levels! I wish the collision was a little more 1:1 with what I was seeing, but otherwise it was the right level of challening.

It'd be cool if after the level was complete if I could loop-the-loop around the "next level" button to continue vs having to click it with my mouse

It was fun to sorta dance around while playing! Nice level visuals, fun combination of music and gameplay! I couldn't exactly understand what I was doing, other than that moving with the beat made the brown totem poles light up! I got stuck next to a green pole with some kind of stone block that I could not proceed past.
The only other thing that was a little off, was the movement sound from my player seemed delayed from when I actually hit the key/moved, so it felt a little off when I was trying to move with the beat

Fun little puzzle/programming game! I really enjoyed finding solutions that used fewer moves than I was allowed to use. A couple times I felt like I sorta cheated solving a few of the puzzles by letting the simulation run for a long time (the reset tiles helped this eventually)
It'd be neat to have a fast forward button, and to use my keyboard to insert the commands!

Great artwork, very easy to understand game mechanics. The levels do a really good job onboarding new puzzle concepts while keeping it fresh. In a couple areas, the hat mechanic seemed a little jank, or I was worried I was doing things I wasn't supposed to - but overall I liked some of the hat puzzles related to switches and timing. I hit a few bugs with toggle states for the switches, but would definitely play more of this!

This seemed to finely distill the "dandori" feeling from farming simulations into a very tight, iterative loop. I replayed it about 4 times - got to loop 9/10 on my last try!

I particularly like how it has me pondering the right combination of foods and actions to get the best bang for my buck!

I was in the same boat! 

At first I thought when the blobs got angry and showed teeth, they would hurt you - and the goal was to kill all of them before they could get to the angry state

However - the blobs only hurt you if they are showing teeth *and you touch them*. So it's more about taking your time and attacking them when they're friendly, vs trying to kill everything very quickly

Thanks man! Keep up the good work!