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Acamaeda

266
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A member registered Apr 26, 2018 · View creator page →

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I couldn't do the "upgrade" quest since I already got the upgrade before getting the quest (since the coal quest doesn't count any coal you got before getting the quest)

Also the automaton on the far left tile seems trapped and unrepairable

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It's working now, strangely enough. But one odd thing is that it's hard to use one dash instead of instantly using both. Also the game seems to be going faster than one second per second.

I can't move? (Also it would probably be good to unlock the different starting chassis over time)

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I stopped being able to move after a while. Space doesn't seem to do anything.

If you put a post too close to the elevator it makes it hard for people to get out.

That's not great since it's super easy to softlock as a result.

I can't damage the planet core? It's also almost impossible to influence dust into the center.

It would be nice if abyss progress led to more cat coins so you have a reason to progress through floors 1 and 2 before floor 3. The bosses should also be pre-set because right now it's random if you get the beatable rat or unbeatable bat boss on floor 3.

It would be nice to show the next unlock goals instead of blindly waiting for something to happen so you can plan around it.

Money gain should be linked to driving instead of a separate passive thing. Getting further/higher should be worth more and more over time as well.

This is a neat concept, but it's really hard to navigate or keep anything straight. Also strafing can get you OOB super easily.

The camera rotation seems to be about 5 times more sensitive than is reasonable.

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It would be nice to highlight affordable upgrades.

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I suggest moving the language selection to the start so people don't think it's only in German. I'm also having trouble getting the language to actually change in the menu. I'm guessing it's saying to restart the game (that popup should always use the right language) but that doesn't work.

Golden fish don't seem to be spawning?

Suggestion: The last three damage upgrades should be 1/3 ->2/3 ->3/3 critical chance, with a critical one-shotting a tree. As it is now, they're useless.

I don't seem to be able to move with WASD in the level (or at all).

Can you please reduce the delay before you can go forwards in cutscenes? It's much slower than a lot of peoples' reading speed.

Some things were unintuitive: It took me a while to figure out how to leave a sector and to complete contracts.

It's impossible to win, whenever your score reaches 0 it goes back to 150.

As a side note, the second boss seems a bit overtuned, especially compared to the next area, I was able to get to the third boss after finally defeating the second.

Right now max HP relics are basically useless since they don't increase your current HP, and reduced max HP is usually not a bad thing if you weren't already at full health.

Offline progress is a bad thing if threat increases while offline...

Why is the description English but the game text French?

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The "more bombs" upgrade set my bombs to 0 and also disabled the ability to shoot rockets (despite having them still).

Balance-wise, I don't think there's a good way to be able to start at a later stage as an upgrade since your power scales up so much over time. Unless you scale down the enemies to take that into account, it might be better to just have the stages separate instead of making it an upgrade.

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The lack of renewable healing is an interesting concept, but really doesn't work in the long term because the less skilled players who need the healing will run out faster. It also encourages just dying to respawn if you take too much damage. And even if you manage to get around it somehow with incredible level design, the level editor version won't be like that.

The first boss feels like its attacks aren't telegraphed or reasonable to avoid, but its health is low enough to just tank it.

You should note that fullscreen is required since the UI of things are empty otherwise.

The rgreatest game of all time.

My issue that I was clicking on the menu, but not on the name on the menu. Then instead of selecting the things on the menu it shot the hook.

I'm having issues trying to build, a lot of the time it just uses the hook instead.

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...