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Acamaeda

253
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8
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2
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A member registered Apr 26, 2018 · View creator page →

Creator of

Recent community posts

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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...

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.