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DplusT

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A member registered Jun 15, 2020 · View creator page →

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Thanks! I'm glad you enjoyed it! :)

Thanks for the kind words! :)

Changing up visuals with the upgrades is a really good idea! The whole upgrade system was implemented pretty late but if we had planned things out  better I'm sure my artist would have had lot of fun with that concept. I agree the aiming does feel restrictive especially when enemies can come at you from diagonals, I've learned a lot from this project and the useful feedback I've gotten.

Thanks for playing and sharing your thoughts! :)

Early game progress could definitely be sped up a bit, poor planning led to us not having any time to balance things. Adding an ability is a really good idea! Maybe a dash or melee knockback attack? Definitely something worth thinking about. Thanks for playing and sharing your feedback!

Did you check out the upgrades menu? Movement speed and bullet lifetime are both upgradable. The early waves are very difficult until you're able to get some upgrades. Early game progress could benefit from some balancing for sure though. Thanks for playing and sharing your feedback!

So creative and impressive! The mechanics fit perfectly with the theme and message. I'm so impressed with how well everything works. Love the freedom in where you can place towers, the slow unlock of new towers as you progress, and the useful mouse-over tooltips explaining the towers. My only minor gripe was that clicking the trash took too much precision, their small size in combination with the custom mouse cursor made it sometimes take multiple clicks to collect. Minor issue aside this is an awesome submission. Amazing job!

This was so fun! The platforming felt great and I loved the pixel art. Appreciate the small details like the cats you defeat hanging out at the bottom of the map and the title screen startling your cat. It was an absolute joy to play. Amazing job!

Very cute game, love the aesthetic and theme. Controls felt nice and the gameplay was fun. I didn't realize you could kill the bees until the very end because I was so focused on avoiding them, it became a lot easier after that.  I like that you show the stats at the end, makes me want to try and go for a 0 kill pacifist run.

Great submission!

Love the horror atmosphere! My first two attempts I rushed in and died very quickly but then I learned to take it slower and avoid enemies if I can, it felt proper survival horror in that regard. I think the restrictive movement adds to the fear and tension and gives it classic resident evil vibes. My only issue was colliding with my followers when I'm trying to backstep away from an incoming enemy. The follower mechanic was a really cool idea other than that issue, it was a great incentive to explore more of the map, even though they can get in your way their firepower is really helpful.

That dramatic camera pan out at the end was very effective. Perfectly fit the theme!

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From the screenshots I assumed this was made in Unreal, it was a pleasant surprise to see it was Godot. Very impressive game, tons of fun! I loved the luck element with the random upgrade ranges. Getting a gold 90% reload upgrade was so satisfying! Loved the visuals too, very DOOM like. I wish the camera was pulled back a little so you had more time to react to the quicker enemies, but otherwise I had no issues or complaints, great job on the submission!

I like how quick and easy this is to jump into. It's simple but it's so addicting! Love the whimsical tone of it, the music is very fitting. It's cool that you're doing a post-jam version, I'll be sure to check it out!

Really cool trick, definitely caught me off guard. Very fun submission!

This might be the longest time I've spent on a submission so far. Completely lost track of time. I love the gameplay loop, the upgrades take awhile to get but they feel so rewarding. The idea of randomized upgrades is cool but It took a really long time before I saw the first carry capacity upgrade which is something I kept hoping was a thing so I could make less trips, and then it took even longer before I saw carry capacity 2. 

In the beginning it didn't feel worth it to participate in the defense phase of the game because I felt like I wasn't getting much more back after buying turrets, especially without having any upgrades. So I started just time jumping immediately and just using my gather phase resources on upgrades for a couple loops. This wasn't an issue but I wonder if it was the intended experience.

Anyway I had a ton of fun with it! It's really impressive what you achieved in 10 days. There's a lot of complexity going on here, it feels like 2 or 3 games-in-one. Amazing job!

So pretty!

Wow , everything about the visual presentation is perfect. The pixel art, the character portraits, the menu and all the UI, it's all so gorgeous. Even your itch page is beautiful! The gameplay is solid too, love the rogue-like style upgrade decisions.

The title screen and game over screen are art all by themselves, it's stunning!

Awesome game! I immediately recognized the risk of rain inspiration and felt right at home. Really glad it had gamepad support, it felt perfect to play that way. Ladders were a little hard to use because of their small size but it's not much of an issue when you have a ton of passive jump powerups and can just fly through the stage. Great job!

I love that you implemented the theme as a gameplay mechanic. It's a really clever idea and the simplicity combined with the high difficulty make it really replayable! My only suggestion would be to add a telegraph for when the platforms are about to shift because it always catches me off guard and feels a little disorienting, maybe make them flash or fade out? Minor issue aside I had a ton of fun! Great job!

What a great idea! Love the concept and the visuals. I didn't read the description at first and thought the direction objects moved was completely random, i swatted that plant up and down several times before I realized.

Also, the thumbnail is adorable.

This is such an awesome take on the theme, I had a huge smile on my face the whole time. Love the physics based gameplay.

Very fun game! Love the mechanics and the pixel art, also like the cool transition to the upgrade screen. I wish it didn't end so soon, I wanted to fill the screen with traps and spend more time with the crossbow! Great submission!

This is a lot of fun! I'm a big fan of games with floaty space movement like asteroids, lunar lander, etc., I think it works really well here and adds to the difficulty in a good way. I think the acceleration could be increased a bit, and the knockback decreased a bit but otherwise I really enjoyed it! I like the detail of being able to damage earth yourself though it felt a little unfair when enemy ships wound up ontop of the earth (though they thankfully don't seem to stay there too long which is nice).

Also love the simple design of your main menu conveying the controls, it makes it very easy to understand at a glance and jump right in!

Cute little adventure game! I loved the fourth wall breaking/meta jokes. The distraction mechanic for the stealth segments was also a really cool idea and worked well. The movement was a little glitchy and teleport-y, but other than that I had no issues. Great job!

Early game balance could definitely use some work, it does feel a bit slow and difficult.

Thanks for playing and sharing your feedback! :)

A lot of the difficulty variables like spawn rate, speed multiplier, etc. max out at wave 20. After that it's only the number of enemies per wave that continue to increase, so by that point you've pretty much "beat" the game. We had very little time in the end to do any actual balancing so a lot of the values in the game  (like money earned per wave) are a bit crazy. 

I really appreciate the info on how far you made it, it will be very helpful incase we decide to do a little balancing post-jam.

Thanks for playing and for the feedback! :)

I love me some arkanoid! This handles really well, it was really smooth and i feel like I had good control of the ball. The visuals and audio were simple but I quite enjoyed that, your music choice was very relaxing and I kind of zoned out and lost track of my surroundings. My only feedback is the first couple levels felt kind of unnecessary, they go by in the blink of an eye because there's no delay or transitions between stages. It was nice to find a powerup too! I had a lot of fun with it. Good job!

Love the clever twist of taking on the role of the dragon. Nice take on the theme! Controls felt a little sluggish or unresponsive, but other than that it's a very impressive submission!

One of the best TD games I've played so far. Not only are the visuals nice and polished, but the difficulty seems balanced really well. Completely lost track of time adjusting my strategy to beat ch 1. Fantastic submission! Good job guys!

Had a blast with this, So many lasers, so chaotic!

Cool game! I like how your squad automatically gets into a formation around your cursor. It would nice if we could buy lamps, guns, etc. with keyboard shortcuts (1, 2, 3, 4) so we don't have to move our mouse down to the buttons causing our soldiers to move. I had fun with it and played till the end, good job!

This was really fun! I love the visuals! I really like how you convey information without needing a HUD, the cool effect of the next wave text coming down the water and your "lives" being shown by getting knocked back a rock. All of this makes the game feel more organic and immersive. 

The tutorial mentioned a parry but I'm not sure I ever pulled it off, does something different happen? 

Anyway great submission!

Very cool and ambitious idea! I like the multiple layers of managing the factory and the shop, it took a while for me to figure out what I was doing and how much the souls were willing to pay but when I did it was very satisfying. It's a shame you ran out of time for music because some ambient tunes would really elevate this! Would be a cool project to expand upon. Great job!

In hindsight I should have either allowed diagonal aiming or prevented the enemies from spawning at angles, it does feel quite restrictive. Mouse aim is also a good suggestion! I also agree that early game could benefit from some better balancing. Thanks for the feedback! :)

Thanks for the kind words! :)

Thanks! :)

The early game balance could use some work for sure. Thanks for the feedback and kind words! :)

Thanks for playing! Appreciate the feedback :)

Thanks for the feedback and kind words! :)

Early game progress definitely should have been sped up a little. Thanks for the feedback! :)

I'm glad you liked it! Appreciate the feedback! :)

I'm glad you enjoyed it! Changing the gunshot sound with the damage upgrade is a brilliant idea. Thanks for the suggestion!