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Acamaeda

235
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A member registered Apr 26, 2018 · View creator page →

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I relate to you a lot, communicating with and understanding people is hard. When it comes to more elaborate games (I definitely want to check out what you've made!) it can be best to work on things one step at a time, both in development and in introducing the player to the game. In development, if you get feedback as you go, you can work to make things clearer to the player.

In the final game, a good strategy is to start with something familiar and build off of that to reach somewhere unique. This means they have something they know and aren't overwhelmed by too many new things at once. To build a bridge, you need part of it on the near shore.

I think the issue is that upgrades are hidden when they'd usually be partially visible.

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Something not great is that it takes 90 trash throws for the gameplay to change (money mult doesn't count as gameplay changing). You should definitely get the $10 for the first 10 trash at least.

Edit: I didn't scroll up and see little dudes.

The game says dash is "D" which doesn't make sense, it looks like it's shift.

Weak points seem to do less damage than usual.

One issue is that since upgrades are per-ball it's much better to only have one type of ball so you can stack up upgrades on it.

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Some feedback: This game really needs coyote time because you can't even jump if you're moving downhill. Also you can get in a really bad spot if you mine out both small chunks near the start and can't go left.

Also, dying permanently losing resources is really bad and incentivizes just restarting if you lose things. Respawning resources that you lose would be much better.

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Some feedback:

For a little while I was confused about the upgrade tree because I couldn't get something adjacent so I thought I had to follow a linear path.

It wasn't immediately clear that towers had to be on your territory to function, that was also confusing for a bit.

Before you can draft towers, your runs are vastly better if you get lucky and only get a few types of towers so you can merge them and get more. I'm not sure what a solution is.

A downside of leaving behind towers is that it's harder to get the loot from the enemies they kill.

The "wishlist" message after every section makes it seem like that's the end of the demo which could confuse some people.

The overall experience feels very solid though!

It feels like there should be a checkpoint after going down into the hole...

This game is really neat but the scarcity of checkpoints makes it really frustrating.

It would be helpful to show the explosion radius so you can see how close you are to being able to hit more blocks.

This game feels like it has negative coyote time making jumping extremely frustrating.

It seems like you can only have one active card at once, which makes a lot of the cards pretty useless?

The start is very slow, I was confused because it seemed like nothing was happening at all for a while.

Thanks! But sadly my upgrades (but not my scores) seem to have vanished in the process. Maybe I'll come back to the game someday.

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Magnetized items should get faster if they can't reach you so you can't just outrun them. Also it would be nice to have a little more pickup range without the magnet because it's really painful with no magnet.

With defense games like this, most of the time you should be losing thanks to the enemies instead of lack of energy. So the early game feels really off as a result.

It would be nice to show the costs instead of just "not enough"

I think Paper Cuts is affecting the drop rate of red words, not normal words.

You can get softlocked if you run out of energy in the sewers. Also, it would be nice if when the roomba spawn spot is blocked, it tries to find a different spot to spawn it so you don't need to be precise with the height.

I couldn't beat the second boss and it eventually disappeared and nothing spawned anymore.

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Um... is the gacha machine supposed to give characters? I didn't get any and the odds list doesn't have characters as an option.

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It's hard to see the messages when you pick up an item before they disappear.

I got softlocked because a checkpoint doesn't spawn you at its exact spot so instead I fall past it into an area where you can't get back up. (Actually not a softlock because you can pogo but that sort of thing is probably an issue in general)

This is a neat concept, I think the money drops are what is causing the big slowdown though.

A few suggestions:
- Make a all of a slime's dropped money a single object with several sprites instead of several independent objects.

- Money drops get faster the longer they're attracted to you (so you can't outrun them if you have high speed)

- Slime color changes based on their max HP

It would be nice for the hints to differentiate between completed and incomplete.

This is a neat game but it's really annoying how challenges get disrupted by attacks on your crystal.

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The radars seems useless and the magnet module seems like a worse quantum attractor. The radars could have a secondary effect of increasing the abundance of the things they search for to make them worth considering.

Oh, I didn't see the shop.

This is neat, but it's a bit of an issue that progression to later sectors is RNG based. Also, max HP doesn't update until you take damage.

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The "extra laser" upgrade sounded like it would be really good but it shoots backwards so it's near useless, at least early on. Also, using score as health means that players will have a slow, painful death once they can't keep up with the curve instead of just running out of health.

The problem is that eventually you want less distance so you don't go off the edge as fast.

Tips don't dismiss when clicking them.

The time limit on level 10 is short enough that it causes trouble...

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Minor feedback: The upgrades starting at 0.1% chance makes them feel useless since it's unlikely they'll trigger even once. It looks like they have a lot of scaling on later ones but that isn't clear initially. I'd suggest starting at a higher value and changing the scaling.
Also the light orb buff upgrade always seems to be active.

Slimes should be capped by their own type instead of the total amount, otherwise the higher-HP slimes end up filling the field since they're so much harder to kill.

The space station doesn't show what materials things cost.

This is really great for the most part, but setting up the mines and such at the start of a level gets a bit tedious... There could definitely be some QOL for mobility and such. Being able to fall off of ledges if there's ground below for example.

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I got 9:43 but in hindsight I think deviation is probably good because it means you can go further. The second run I skipped precision and did a few other tweaks and got 7:03.

"Buy units start at T2" doesn't work.