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Games I've Played

a collection by Alex Cline · last updated 2017-05-12 20:32:17
print and play deckbuilding game for one player!
The mad man watches, waits and never lets his prey go free.
Fast paced competitive comic building card game

I (and the people I played with) believe that your game had an interesting concept, but not well executed. I give this 45 cows out of the herd of 100.

The most important thing when you create a tabletop is creating a clear rulebook. The reason being is that you don't come with the game, so you won't be there to explain the rules when they have a question or don't understand something. We felt that your rulebook was artificial complex do to your word choice and your sentence structure. I would find a way to make your rulebook easier to comprehend because if players cannot understand your rulebook, they'll struggle through the game at best. At worse, they won't play it. An idea to help might be to add pictures or have an example game in the rulebook. Have people read your rulebook too and ask for their thoughts. This way you get the view from a outside viewer.

The next thing I want to bring up is your scoring system. Truly, I thought it was a great idea. I have never seen it before. However, it too is very complex. I actually had to write a math equation to make it work, which a player shouldn't have to do. I would either change the system to make it simpler or find a way to explain your current system in a more effective so that the process it is easier for players to understand. Perhaps add a table for that does the math for them.

The final topic I want to discuss is card balance. When my group played the game, one of the players ended up with a large proportion of the "-1" cards in the deck. Because of this, she would play on the other players a lot which would cause the counts of the different colors in everyone else's deck to increase. This basically causes a score inflation in for everyone else in the game. I would add addition "+1" to your deck in order to reduce the chances of this occurring. You already have blank cards in your print outs, I'd start with those.

Again, we feeling your game has a very interesting concept. If you adjust those things I believe your game will be a lot better.

You did a good job with this game. Keep up it up and good luck. I hope to see more of your work.

You are a senior military officer of Cinethra
Play in browser
a two-player storytelling game
"Once Upon a Time" meets "Cards Against Humanity".
Stockpile resources, build defenses or attack players - prepare to survive!
Something spooky is going on in your new apartment, thankfully you've got the internet to help.
A hyperkinetic shooter about going fast and firing missiles
Play in browser

This was an amazing piece. I give it 90 out of the herd of 100.

There are so many great things about this game. I'll start with the enemies. I love that you have a variety of enemies to make the game interesting but at the same time not throwing too many enemy types at the player.

The movement of the player was phenomenal. It was quick and responsive which is really important in this style of games.

I think you tackled the lock on system fantastically. The timing, lock staying until you fired, and locking on to multiply enemies at once all work in to enhance the tone of the piece.

The smoke trail is a nice touch. Knowing how much damage the player has taken allows them to temperately which up their play style until they heal up.

The camera is the one think I'm unsure on. At first, I thought it was a poor choice to have the camera is. But after I thought about it, it does help to add some panic to the game as you can't tell the exact angle the shot is coming from. So I'm still on the fence about it.

Over all, it's a great work. I'd say this game is like a mix between the original Doom and a bullet-hell shooter. But you mixed the elements, like the five enemy types, with the bullet-hell feel so well that I could have missed it.

Great job! I hope to play more of your games in the future.

7DRL 2017
Play in browser
Play in browser

I have to say I think this is definitely one of my favorite games on this site I've played so far. A solid 90 cows out of the herd of 100.

I think my favorite think about it is the menu. You create the menu to be a tutorial which is something I've never seen before and I think you executed it brilliantly.

I think the one think that could be better would be the length. I wish it was a little longer. However I know in the description it says this was for an assignment so it is understandable.

Great job. I look forward to playing your games in the future!

Drug deal goes terribly wrong...
Psychological Horror
Made during Ludum Dare 38 (2017)
A narrative choice-consequence game set in a post-apocalyptic world.
Interactive Fiction

I feel this game was excellent. I give it 85 cows out of the herd of 100.

The art, sound, and the fact that one had to click to advance the story where blended seamlessly to create the dystopian fantasy.

The character's turning to face me when speaking to me was a nice touch. The fact that they said "you" instead of a different pronoun or a name was a great design choice as well; making me feel like I was the one they were taking to.

I legitimately felt terrified every time there was a knock on the door, with the uncertainty of what was to come.

I loved your use of design by subtraction. The only think I would have done differently would be to add a little background noise; like wind or something similar. The silence was a bit much sometimes.


After my ending; with Annie, Jakob, and the couple dead, I felt terrible as I caused their deaths.

The picture that accompanied the text scroll at the end was killer, really hammering away the isolation and desire that would be in a post-apocalypse.

Great job on this game! Keep it up!!