Oops, guess I misinterpreted it. The collisions felt a little large, though.
Soup Girl
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Neat endless runner, I think that this could benefit from having some enemies or something, since holding D to start the game kind of made me think the “charge” as gonna be a mechanic of somekind (higher jump, gun, etc). Game could do with a physical score counter that counts up your score so you can see it while playing (not just at the end), but overall pretty good.
Really dig the artstyle on this one–were the textures done with vertex shading or gradient textures? I think that overall, the game would greatly improve from a physical range indicator showing how far your shot is going to go; currently, it’s way too finnicky to control, and I end up spending about a minute clearing all the wasps(?) every time (the doubletap and hold to fire is a little difficult to get down, would be nicer to just charge it with on press). The beetle(?) enemies could also be a little more threatening by having them attack something behind you that starts to lose health (I would just let them pile up since they held no threat essentially). Overall, I really had a blast with this one! There were just some minor things putting it down for me.
Pretty neat–I think that the bumpers would benefit more from being flippers instead of peggle bumpers, since you’d have more control that way (left/right don’t really serve much of a function in the game besides menus). I encountered some scenarios like in where my ball would get stuck bouncing against a wall/balancing perfectly on the leaf/pinecone, but I guess it could be sort of intentional that you lose some balls this way.
Took me a little bit to figure out what was going on with the damage system, but this was a neat little game. I think that, if revisited, the game would greatly benefit from continuing when you get the scissors of time, since it basically resets all your progress, making some runs pointless. Could also have timeline splits where things are different (I only encountered the same timelines when splitting, bad luck?), since having extra timelines doesn’t add much to think on when it could be a cooler mechanic. Good!
Great! The last level with just one lever was fun, making you platform to the end with all the mechanics in mind. I do think that being able to flip off the switches is an odd choice though, as it did mess up a jump or two for me–however, it could be an interesting mechanic to see in the future where you need certain levers that are on/off in order to progress! Had fun with this one :)


