Foon → Ludum Dare Explorer → LD56 → Feedback comment stats → Skleembof

Skleembof

Feedback comments for LD56

← LD55   LD59 →

Skleembof's games and stats for all events →

TimestampSince previousGameSkleembof's comment
Oct 8 17:21:28 Lab Rat Runner ♥ 2 That was pretty fun and the music was catchy. I did a playthrough with the rifle and the rocket launcher and got the 4th floor with the rocket launcher before losing. I liked the rocket launcher better than the rifle because I got better feedback on my aim since i could see the rocket. I think the rifle could have used a laser showing where you were aiming. Overall I like the set up but I think there are some minor things that would have made the game better. 1. Ramp up the difficulty. Make the enemies a lot faster and stronger as you change floors. I only noticed the enemies were stronger on the 4th floor because they took 3 shots from the RP to kill instead of 2 2. Add powerups around the environment, and maybe some empty rooms with just power ups. This will let the player get stronger the more they explore 3. Maybe add a timer. either a timer that kills you if you stay too long on a floor or a point system based on how quickly you leave each floor. Either way it would encourage the player to progress and increase the intensity of the game Also I think the attack boost power up was broken or is it not supposed to work with the rocket launcher? I got a lot of them but never saw my damage increase.
Oct 8 17:33:25 11m 57s Gnome of War: Insects' Pantheon ♥ 1 That was pretty fun but definitely could have used some balancing. The enemies never got stronger or gained more health which meant you only need to upgrade damage for a few levels before everything dies in one hit, then its a matter of endlessly upgrading health to become invincible. I think an easy way to fix this would be to not give the player full health when they level up. They have to buy the health upgrade which would increase max hp and maybe increase health by certain percent.
Oct 8 17:45:02 11m 37s Emberlight ♥ 4 That was really cool experience but there wasn't much to do which made it feel very short. The basic mechanics and the atmosphere are great but there was only one bindstone and one enemy. I was expecting something cool to happen when I lit the stone, but nothing ever did. I swam around the entire pond and found nothing else so I let the enemy kill me. Obviously 72 hours is not a lot of time to fill a game with content but I think a simple "Mission accomplished" screen would have been good to have so that players aren't left wandering confused after lighting the stone
Oct 8 17:57:34 12m 32s DRONE BRIGADE ♥ 4 Cool idea but extremely difficult. Im not much of an RTS or moba player so maybe my brain isnt wired correctly for this but I found it really difficult to micromanage the tasks of every droid. I managed to beat the "easy" level but the 2nd one destroyed me
Oct 8 18:12:22 14m 48s Carbs vs Protein: A Scrote Jenkins Story ♥ 0 you've successfully murdered my ear drums The pacing is way off because the game quickly became a matter of spamming towers and turrets. I never felt like I had to manage any resource other than my mental health while playing this game. I think the game would be better if you had to upgrade your turrets and houses instead of just spamming more of them.
Oct 8 18:27:32 15m 10s Whiskers of Fear ♥ 1 Wow that was very impressive for a jam game! The mechanics felt very good and the AI was sufficient to sell the experience. The only thing that didn't seem to work properly was the gouda positioning system which kept leading me to a wall. I managed to escape wiht the cheese but that cat scared the crap out of me a few times. Even though its huge compared to you its still very easy to lose sight of it and have it jump scare you.
Oct 8 19:58:01 1h 30m Laverino ♥ 2 Nice little puzzle game but I think it needed more work on the lighting because I did not get a horror vibe at all apart from the spooky nanny in the window. I also ran into an issue where I got stuck on the toybox puzzle a few times. The idea of trying to find plushies in a dark house while being stalked by a nanny is cool and the mini games/ puzzles were a nice addition but it would've been a lot better in darkness
Oct 8 20:41:20 43m 19s Need For Snail:midnight ♥ 1 I loved the look and overall presentation, especially the UI. It all felt very polished and well made. Gameplay was confusing at first because the mechanics weren't properly communicated anywhere. I was totally lost for my first few races because I had no idea what the items did or why the mouse in the airplane was so much faster than me. It took some trial and error to learn the mechanics. I liked how there were a lot of car (snail) choices, but it might have been better to have the player progressively unlock them as they win races because the vehicle choice is important for winning certain races. I still don't know what effect friction had but I figured out that the shirnk up cooldown stat was the most important vehicle stat since it was (or felt) impossible to win some races because of all the hazards. I tried to do the final race with x12 but I kept getting obliterated by t-mobile business cards. I think zooming the camera out so you can see hazards in advance would be better since you sometimes end up in a situation where you have to react not to the hazard right in front of you but the ones that might come after it because if you shrink too early or too late you might not recover in time for the next one.
Oct 8 21:28:45 47m 25s Gettin' Squirrely! ♥ 1 I had trouble getting it to run on firefox (version 131) but eventually it loaded here, but not on itch.io. It would also randomly freeze every now and then. Maybe consider releasing a desktop build as it'll likely run better on most PCs The game itself was pretty fun. I loved the movement mechanics and climbing trees. It felt very polished and well made. I also had a hard time finding the nuts and my playthrough ended after I climbed a fence and tried to get back down by jumping towards the ground which clipped me through the floor lol Overall good job putting this together solo. Just try to fix the build or upload a desktop version for better compatibility
Oct 8 23:37:47 2h 09m ECHOES OF THE GNOMES ♥ 4 That was terrifying and hilarious at the same time I loved the newspaper articles about the gnomes in between shifts. They definitely added a lot to the atmosphere of the game and made me more invested in the game. Even though the gameplay was very simple I came away from it with some lingering curiosity about this world where gnomes have been discovered and used as test subjects for various things. Gnomes are such a weird concept for a horror game but it works because they are very strange but also familiar.
Oct 9 00:01:15 23m 28s Honeydiverz ♥ 0 That was fun and felt well made overall but it had a few issues that brought it down. The world looked nice but it was too big, and the enemies were too slow and weak to be a threat. They should have been able to run faster than the player to force you to kill them. My first playthrough I died messing around with the enemies, but in my second playthrough I jsut ran to the objectives and picked up the honey. There's really no reason to kill enemies. The hit detection is also a little weak which made shooting unsatisfying. If the enemies had an animation when they got hit or the particle effects were larger with a satisfyting hit sound then I think I would've enjoyed the combat more. The music was great and sufficiently intense as was the cool cinematic intro. The character art was also well done but I didn't like the fact that the designs were straight up copied from The Behemoth games. I love me some Alien Hominid but it would've been better to create a unique design for the game.
Oct 9 00:12:58 11m 43s Minions' Discovery ♥ 2 That was cool. I liked the unique attacks of the creatures and I wanted to experiment more after coming up with the genius strategy of blocking the spiders attack every turn in the third fight, but then the game ended lol. The very short amount of game there is was fun and the art, music, UI and overall presentation was very nice and polished. The only thing I didn't like was the attack mechanic of dragging the sword icon to the enemy cards. It just felt kind of underwhelming and not visceral enough. It felt more like I was reorganizing my desktop icons than attacking
Oct 9 00:36:32 23m 34s Forgotten (a tiny horror game) ♥ 2 I got some Silent Hill 4 vibes playing this but I didn't feel any horror. It was just some dude walking around a dirty apartment. I had a few horror games queued up and had the lights off with my headphones on ready to get scared but it just didn't work. You did a good job of creating a setting for horror but I think you left out the horror. I never felt like I was in any danger or felt like anything was at stake. Even the main character seemed unfazed with his seemingly uninterested grunts and loud stomping footsteps. If you want to make a horror game, you need to add something to keep the player on their toes. I don't necessarily mean a gameplay element or a monster, but at the minimum some writing to set up the scene. Some guy woke in a locked apartment whose girlfriend died years ago is not horror. Maybe write about how the girlfriend died under mysterious circumstances or something and the game could have notes scattered around that were written by her. I know a game jam is not enough time to create a complex narrative experience but I think if you decide to keep working on it think about a way to make the player actually feel like something is not right rather than just writing it out in the description. (also the default unity skybox reflected on the tv screen kinda broke the immersion lol)
Oct 9 01:21:11 44m 39s Silk Road ♥ 1 Downloaded it and had no idea what was happening but it looked interesting and unique. Let me know when you've finished fixing the bugs so I can give it a shot
Oct 9 01:38:13 17m 02s ETHERNET ♥ 2 That felt like major league cut the rope. The gameplay was fun but it wasn't exactly clear what the goal was at first. The tutorial level is a bit confusing because if you're trying to get all the files the level might end before you reach the end unexpectedly since the bug might climb onto the web as you're pressing keys trying to figure out the controls. Maybe add a third point towards the left that you have to swing to to get to the bug. Also I found level 5 way easier than 4
Oct 9 01:54:05 15m 52s Buggie's Spider Golf ♥ 2 cool idea for a mini golf game. I liked how you could move around a small area to better position your shot. The art was very nice but the legs ik was messed up when I played it. The legs would point in the direction I was moving like if the IK target moved faster than the body. great job overall. There are a lot of mini golf games but this is a unique take that could be interesting if fully fleshed out
Oct 9 02:02:18 8m 13s Critter Capture ♥ 2 Didn't expect to play a Pokemon Snap-like during Ludum Dare. That was very cool but also extremely short and simple. The music and creature designs were great but the lighting was way too bright. All that light would've made photographing creatures out of a moving vehicle way easier but it kinda bothered me during my playthrough. Great job making a unique LD entry
Oct 9 03:15:10 1h 12m Skrungle Rescue ♥ 1 I loved the skrungles and the idea was interesting but the map was way too big, there were way too many skrungles, and the roaches had too much health. I also found it sad that you could kill your own skrungles. The climbing mechanic was cool and watching your little guys follow you around while you try to keep them alive was funny and engaging, but yeah the whole game could have been scaled down just a bit. I did manage to persevere and save all the Skrungles though skrungles.png
Oct 9 03:33:07 17m 57s Bunny’s Dusty Odyssey ♥ 3 The art style is very unique and the gameplay is fun but it got old after a while. The problem is that the levels are all basically the same and the gameplay doesn't change from one level to the next so you're just doing the same thing over and over again. I lost count but I think I got to level 4 or 5 before quitting so maybe I stopped before new gameplay elements appeared. I had fun for a while but It's missing another layer of gameplay in my opinion. Great job overall, it looked and played very well and felt super polished for a jam game. Also I noticed that when you start the game it says you attack with X on but it's actually with C
Oct 9 03:50:35 17m 28s Mosquito Simulator ♥ 1 Extremely realistic mosquito simulator. I'm a bit of a mosquito aficionado and this is definitely accurate mosquito behavior. Breaking the speed limit flying through a tunnel filled with cars in search for a blood meal is definitely something an aedes Aegypti would do
Oct 9 04:03:49 13m 14s Late Night Capsule Rescue ♥ 0 Playing around with the physics and and flying around was pretty fun but the main objective was not. Putting coins into the machine and popping the capsules open was interesting the first 2 times but it got old quickly. You had an interesting gameplay mechanic in using gravity to pick up and break capsules. Why didn't you just hide some capsules around the world to encourage the player to learn to fly around in with the ship and explore the map? I feel like that would have made the game a lot more fun. Or at least make the player have to pick up the animals and take them somewhere. As it currently is you just do the same thing 7 times and then the game is over. Good job making something unique but I left wanting to play a bit more than there was
Oct 9 04:16:04 12m 15s Journey from Critter Grove ♥ 3 The environment design and atmosphere is very well done and I like the idea of trying to navigate a creepy dangerous forest as a small defenseless creature. The gameplay could have used some work though. The transformation mechanic in cool but I only found the butterfly since I couldn't get past the platforming section. The platforming felt too janky and unforgiving which made me quit after failing to climb the tree twice. also. In the first area where you have to fly over the log, there's a little hole to the right between the log, the rock, and the hill where I flew over and then turned back into a mouse and got stuck.
Oct 9 04:26:53 10m 49s Small hope for a tiny sea creature ♥ 2 That was fun and I managed to beat level 7. Sometimes it wasn't clear where you had to go because the little holes in the wall weren't very visible. There was also a hole that led outside of the map in like level 4 or 5. I was pretty surprised to see Bruce from finding Nemo though
Oct 9 04:48:33 21m 40s Flea Patrol ♥ 1 Wow that was way cooler than I expected from the screenshots. You somehow managed to perfectly capture the essence of fleas. The gameplay the graphics and the music were all perfectly goofy and entertaining. great job!
Oct 9 13:54:44 9h 06m smolHunt ♥ 1 brutal. You did a good job making the character feel like a cat but I wish there was a bit more gameplay to take advantage of the cat mechanics
Oct 9 14:07:37 12m 53s Mice are Coming ♥ 1 So the idea was you create a level with hidden treats and traps as a human which you then share with other players to play in mouse mode? Can you explain how mouse mode was supposed to work? Is the objective to get all the cheese and survive while avoiding the traps? This sounds like a very interesting idea but also really ambitious and complicated for a 72 hour jam. I'm curious as to what the final game would look like
Oct 10 14:06:50 23h 59m Tinysaurs ♥ 4 Very creative and unique take on the theme! Overall a very chill experience with the relaxing music and lil mutant dinos hobbling around. (extra points for being a fellow dinosaur game developer) A few things that could make it better would be some sort of journal that tracks your creations so you can track your progress as you "discover" new types of dinosaurs. The camera could also use some tweaking to make it easier to navigate. The smoothing feels nice but the look/turn speed feels too sluggish especially compared to how fast you can move the camera in any other direction. Also like @laywelin said consider locking or clamping the height of the camera so that its close to the ground. There's really no need to fly up anyways since the dinos are so small and the terrain is just flat ground.
Oct 10 14:27:49 20m 59s Tiny Rampage ♥ 3 That was awesome! the unique gameplay and surprisingly good voice acting caught me off guard (I tried voice acting in my game and it did not go well) The main gameplay is really cool because of how engaging it is despite how simple the mechanics are. It would've been cool to have your tiny followers do something like give you more attack power or slowly attack buildings you're on. I'm actually not sure what the point of them was though. Picking up a tiny follower created a little heart icon which made me think they worked like rings in Sonic games, but I got hit without followers a few times and didn't die. The main issue I had with the game was feeling like the hazards were too unfair. The recovery time after getting hit was way too long and I sometimes found myself getting hit by a 2nd hazard right after recovering. I think the recovery should be shorter but you should also give the player a short invincibility period right after recovering to prevent unfair follow up hits.
Oct 10 14:48:13 20m 24s Turtle Shepard ♥ 2 I think increasing the movement speed of the turtles and the size of the flashlight would make the game a lot more engaging. The idea is cool and the mechanics are interesting but the pace is just way too slow. If the turtles were moving quickly and erratically over the sand it would add to the challenge as you try to guide them while trying not to step on them and scaring away the birds.
Oct 10 15:19:36 31m 23s Tiny Creatures: A Nimkip Story ♥ 3 That was a unique twist on Pokemon but I think the exhaustion mechanic makes the game way too difficult. If every time you attack or take damage you either lose creatures either through death or exhaustion, you will always do less damage than the previous turn and you will get weaker as the fight goes on, making every fight increasingly difficult. Maybe I didn't play enough to fully explore the mechanics but the combat mechanic exhausted me and I only got to the 2nd fight before giving up. I actually did the first fight multiple times because the game softlocked on my first attempt and I went back to try and recreate the glitch. I managed to recreate the softlock 3 times and I think it has something to do with the airship attack. When I use the air balloon attack and then the skull attacks me the game would softlock. It didn't happen every time so maybe it depends on the follow up attack (don't remember which attack move caused it). Also I always picked the 3rd team (the one on the right) if that matters
Oct 10 15:28:14 8m 38s Small things ♥ 1 Very creative art style! My only issue with the graphics is that they are too dark. I think a brighter scene would have shown off the unique look a bit better. Gameplay wise, I think the only problem other than the obviously too short gameplay is that the enemies should probably spawn off screen because having them materialize right in next to you is awkward from both a visual and gameplay standpoint
Oct 10 16:19:02 50m 48s Flick 'n Wave ♥ 3 interesting concept but you didn't give any instructions whatsoever. I had no idea what I had to do but I explored a bit and figured out the general idea. I almost managed to beat it I think but the creatures dying when they touch the water was way too unforgiving. I got all the creatures from the bottom island but when i tried to get back up I kept accidentally killing them when trying to walk back through the narrow path. 1. I think you should add a tutorial because the game is actually playable, just confusing 2. I think you should only have the craetures die when they are flung into the water, not if they merely touch a water tile 3. I think you should make an HTML 5 build I liked the gameplay and think it would be cool to play a more realized and polished version of this. Good job creating a unique game that fit the theme
Oct 10 16:35:08 16m 06s Red Planet Reclaimers ♥ 1 That was very polished and fun for a compo game! That was seriously an impressive amount of content for 48 hours. I could definitely see myself having fun with this as a much larger more complete experience if you decided to develop it further. My only issue was that I had a hard time seeing enemies and differentiating them from blood splatters and ores and stuff.
Oct 10 16:50:23 15m 15s Rise of the Wee Giraffes ♥ 1 This is definitely some kind of game. Kinda felt like I let the giraffe down at the end
Oct 11 16:13:37 23h 23m Relics Return - Point and Click Adventure ♥ 2 Wow great work! That was both unique and well executed. I found myself struggling at first moving around aimlessly until I decided to read the book and noticed that there were supposed to be more creatures that I'm supposed to talk to. I used the description of the Naiad to find her near the water which set me on the right path to beat the game (the gemstone effect was very cool) The only issue I had was that it wasn't clear which direction contained a path and since a lot of scenes were similar, just in the woods surrounded by trees, it was easy to confuse where I was and what direction I came from. It would have been nice to have indicators in the world that show where the transitions are so you can orient yourself better. Also extra points for great voice acting! I tried my hand at voice acting this jam and realized just how difficult it is lol
Oct 11 17:01:59 48m 22s First summer - a bee story ♥ 1 Wow that was extremely enjoyable! One the most entertaining games I've played so far in the jam. One issue I had was that I couldn't figure out what happened if you didn't make it back home before running out of moves since I didn't see it written down anywhere, and I was worried about taking a risk and getting a game over (although after starting the game again to see if I missed anything I noticed there were tips in the escape menu). This meant that I played the whole game being very tactical and calculating my routes so that I always had enough turns to get back. I played the whole game without running out of turns up until the very end where I ran out while trying to get the southernmost token. Luckily the penalty was negligible and I got my final token lol Overall I felt the game was very polished and well balanced. I really loved the game design elements here. From having to choose one flower per day and having fixed turn counts to forcing the player to explore the whole map by limiting the stock of tokens at each neighbor hive. My only issue was not being able to click some flowers/hives that were at the edges of the screen and covered by the UI. I think a good idea for expanding on the game would be if you had to build something with the honey like turning them into honey barrels or whatever. Something that required a lot of honey to make so that the player actually has a reason to keep making honey after they buy all the upgrades. Maybe to survive the winter they need a minimum amount of honey barrels and then after winter, the surviving bee population would be tied to the number of barrels you accumulated. bees.png
Oct 11 17:15:49 13m 50s Sweet Home ? ♥ 1 This felt really difficult and unbalanced until I realized I could kill enemies by clicking them. That's a surprisingly awesome mechanic for a little colony builder like this. It would be cool if you had like different weapons you could unlock to kill different types of enemies. Like spraying pesticide, stomping, flamethrower, 9mm handgun, etc. each with their own drawbacks that affected your own colony/ workers that you had to consider. Cool idea and good job putting it all together in time by yourself!
Oct 15 17:57:28 96h 41m Critter Club ♥ 1 Very ambitious entry for LD. I like how it isn't just a straight Pokemon clone but a genuine effort to do things differently. The implementation is a bit on the janky side but it all works and it made me want to experiment more with the mechanics. I wish there were more tiny creatures and they weren't just crawling around on the ground though. Oh and I loved the idea of having a little arena where battles take place rather than just doing it on the ground. It's not exactly the same but it kind of reminded me of Custom Robo for Gamecube. Different opponents could have their own arenas with different layouts,terrains, hazards, etc.
Oct 16 04:25:17 10h 27m Pixie Pilfer ♥ 3 That was very weird but fun. There was something really satisfying about flying around with physics objects. I spent a lot of time trying to steal a vase when it turned out I needed the item inside of it lol
Oct 20 19:31:50 111h 06m Sea Beckons ♥ 2 That felt like the skeleton of a complete game. It seems you got most of the mechanics and main elements in but left out the content, although to be fair it was about as engaging as Skull and Bones. I'd definitely like to see a more developed version of this as I could so how fun a pirate game like this could be. There aren't a lot of good pirate games anymore and I remember being very disappointed with Port Royale 4 and wishing for something more engaging even if its on a smaller scale. The art, music and presentation were well done.
Oct 21 22:47:51 27h 16m Revenge of the Fly ♥ 1 Wow that was awesome! I legit enjoyed it, especially the amazing soundtrack. Gameplay might need some rethinking though since flying outside to grab some more dog poop after 3 charges gets kinda boring and repetitive.
Oct 21 23:19:25 31m 34s Timukin Explorers ♥ 0 I missed the quick tutorial because I went straight to the text description to try and find instructions and ended up with a very confused playthrough. While it's kinda my fault for not paying closer attention to the LD page, I think you should include some sort of instructions in the game itself to help players out. Like it isn't obvious that the water(?) spray is an attack since it won't have any effect on any entity other than a couple specific items. It's also unclear that you have to press a button to pick up items since you can pick up eggs and interact with fairies by just walking up to them. My first run through the game I thought it was just glitched or unfinished since you didn't specify the controls on the page. Once I saw the instructions it all made more sense though. I enjoyed discovering new creature types and trying to kill different enemies to get new items. One thing I didn't like was that it seemed like everything was just placed randomly around the map. I think you could have created biomes of related creatures and plants and had the player branch out to new areas to give a sense of exploration. The game was an enjoyable experience overall though (once I learned how to play). I think some more content and polish and this could turn into a sold time killer
Oct 22 02:27:24 3h 07m White Blood Shells ♥ 1 That was great! I managed to win even though I got very lost due to the repeating textures, similar looking rooms, and lack of a map. The gameplay mechanics were simple but fun although I feel like the stamina mechanic was kind of pointless since the game didn't really give me any reason to manage my stamina. Running out just meant I had to wait to regain the ability to jump or sprint, not that I was in any danger of getting hurt. Either way I had an overall positive experience which left me Osmosis Jonesin for some more gameplay
Oct 22 02:40:21 12m 57s Twisted Pairs ♥ 1 I don't think the cockroach mechanic worked out as well as you probably expected it to. My first playthrough I noticed that clicking and splattering them would make it difficult to see the faces, so on my second attempt I just ignored them and focused on trying to differentiate all the generic anime faces. I think it would have been better if the roaches had a time limit where they exploded and left the permanent mark on the board, but you could prevent this by clicking them before that happens. This gives the player a secondary goal of trying to click on all the roaches while also trying to click and memorize the portraits. With the added time constraint this could make the game much more difficult and engaging. Currently it's just a simple matching game with some roaches crawling all over the screen.
Oct 22 02:48:52 8m 31s FLY HARD ♥ 3 This was a nice short experience, but not much of a challenge. The idea is interesting but it kind of felt like I barely had to do anything to avoid getting eaten. After beating the game I did another playthrough to try and get eaten and it took a surprising amount of effort to lose. That's not that big of a deal though as the rest of the games elements carried the experience. The art music and sound effects were all appropriately goofy and fun.
Oct 22 03:06:04 17m 12s The Guardian ♥ 3 I beat it! Untitled.png My first playthrough I ran around an empty forest, roared at some trees, then inexplicably dropped dead. My 2nd playthrough I found the little creatures and figured out how the gameplay was supposed to work. Overall I'd say it was a very positive experience thanks to the great art, sound, and music. But the gameplay got old pretty quick once I realized it was just an escort mission. The roaring mechanic was cool but using it to protect a slow moving herd of lil mouse things just didn't seem that interesting. You made an interesting foundation for a game, but I think you should experiment with different ways to use the roaring and herd mechanics to create some more interesting gameplay. That is, if you decide to continue working on the game.
Oct 22 03:32:08 26m 04s Rhythm of the Tinymon-Catcher ♥ 1 Untitled.png I did it! That was fun but the difficulty was a bit unablanced, I beat all the songs on my first try except for the one right next to the 5 tinymon gate. That song took me 4 attempts to beat. I mainly struggled with the back to back double notes. I found the last song to be very easy and got a near perfect but that might've been from all the practice I got on the previous song. I enjoyed the rhythm game aspect although the keys were a little bland being just white rectangles, and I wish you had more feedback when you scored or missed a note. Maybe some tiny vfx or a subtle clap sound effect. The tinymon seemed pretty pointless and tacked on though. At first I thought it would be a pokemon style game where you battled with a rhythm mini game, but in reality its a rhythm game where you just gain a tinymon when you win? Kinda weird but an enjoyable experience nontheless
Oct 23 02:20:32 22h 48m Play With Me ♥ 2 very charming little horror game! I didn't expect anything weird going in so I was pleasantly surprised when the cat thing turned out to be a murderous psychopath.
Oct 23 02:26:35 6m 03s Terrarium ♥ 1 Interesting idea, I liked these types of games when I was a kid like the Creatures series. Unfortunately I don't think the game was in a playable state. All I could do was spam the search food button for one ant to SOMETIMES go out and look for food. I could also click the big tree in the middle to speed up the timer. Apart from those 2 things, there was no other way for me to interact with the game.