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Acaykath

33
Posts
A member registered Nov 21, 2025

Recent community posts

With maximum clip size and accuracy upgrades I can have a target in the center and fire three whole clips and not hit it once... An upgrade to improve initial accuracy would help a lot.

Needs three things.

1. A grid for easy movement counting.

2. A display showing your last attempts command list, perhaps with color codes. Eg. Green executed successfully, yellow failed to execute like walking into a wall, red action killed you.

3. Number repeats. eg: 3[space]5[up]6[space]2[right]

Seems like a good start, but there are some issues, especially with control complexity.

1: Why are the cards standing up. They are cards. They should lay on the ground face up. As it is, I spend most of my time looking at the back of the cards which is extremely unuseful. This would also make them easier to click on.

2: Why do my offensive skills work when I don't have a target. This just makes me waste time waiting for a refresh. Either fail to activate without a target, or target the closest enemy.

3: My units keep randomly deselecting when moving, getting me into bad situations. Clicking on the ground should always move, never deselect.

4: Make enemies appear earlier. I don't like stepping into the circle only to find myself in the aggro range of multiple enemies.

5: Make the camera lock to selected units. Also have default zoom just barely large enough to hold one arena.

6: Simplify the controls. Many of them are too fiddly and unintuitive. And there are just too many of them. I should not have to check a controls list to figure out how to do anything.

7: Exp gains are much too slow. I completed the five parts of the first area using basically one card and only got to level 2.5. Wasn't even enough to unlock the second skill.  Maybe make them get exp for doing what they are supposed to do. Caster gets exp for casting, support gets exp for healing, tank gets exp for tanking, etc...

8: They are three hero cards. More would be nice for different attack styles and synergies.

9: Something to do with gold once all characters are bought. It's pretty useless atm.

I actually got the shovel all the way to the edge of the island and stopped stuck in the dip at the edge of the screen.  No waiting was ever going to fix that. Perhaps invisible walls or make the top of the island always bounce towards the hole.

Completed.... Though I failed to figure out one needed pattern and had to guess occasionally.

1. The highest number is an ascending row/column.

2. The lowest number indicates the highest number.

3. Row and column must be unique.

4. a 2 opposite a 1 indicates the second highest number.

5. when 2 numbers left in row/column put them to block or not block as needed.

6. ??? bunch of 2s opposite 3s with no indicators of what goes where and no other riles apply???

Health training says "Press the  key" Which key?

Upwards force is strong enough to bounce you out of the hole at the beginning. Might want to weaken that a tad so you go no higher than you started.

Need to look at the bottom of the cups. I've hit them several times but it only detects it like 1/3 times and I need to end run without my bonus.

(1 edit)

1. Add animations.

2. Add manual click speed upgrade.

3. Add upgrade to silver/gold mounds. Lower levels are worthless.

4. Add sanity limit to poppers/runners.

5. Add pop speed upgrade or multipop to poppers.

6. Limit runners to carrying less than the screen height.

7. Have manual candy collection go to bag so the bag and bag upgrades don't become useless.

8. Fix number formatting on high numbers. 1000+Oc wraps around and messes up UI a bit.

9. Add more areas to the right.

10. Once bag reaches infinity, remove upgrade button.

Thats all for now.

The tutorial is very good.

Needs options for different shaped blocks, roofs, overhangs/bridges, and the ability to select which variant a block is.

Also needs a mode with objectives.

Fun game. Needs more content. Love the monkey paw and monkey aesthetic. Perhaps a pulldown chart with the instructions while playing. I missed it on the main menu until after my first round. 

Clicking on the rock when the bag is full makes the bag move to the left. Do it enough and it goes off screen and you can't empty it.

UI needs a lot of work. Text size especially. I had to zoom in a lot to read the instructions. This also ruins the buttons when not full screen.

Despite most of this game being waiting, it stops when losing focus. Even clicking elsewhere on the page is enough to stop it. This is incredibly irritating considering how long the game is.

It would be nice if there was a glossary of units. The enemy often got them before I unlocked them, so I did not know what to build to counter them.

In the late game, the lower tier units are completely useless. It would be nice if there was either a way to make them relevant or hide them.

The +20% chance of points on kill upgrade needs a better description. It was certainly not 1 in 5, so it was either a typo or its an additional 20% of the current amount. Considering I thought this chance was 0 before, this doesn't seem right.

How do you get drones to go around corners? On Elimination 5, it seems impossible to get to the enemy base.

Trying to invade Edakat doesn't work. The UI disappears and nothing happens.

Please add a speed summon button that will summon everything at once. The animations take a long time.

I managed to find incorrect solutions that fit all the rules on every level.

Once I got the planet weapons, I went from getting 1 upgrade per run to getting at least one level to a third of the tree, then one level in everything, then max levels in everything. Definitely needs cost balancing.

I think the initial value for the arcade shader is much too high. It was blurry and painful to look at. I naturally turned it completely off, like I usually do with things like this.

On the bright side, I think the end game is perfectly balanced. With all upgrades, the asteroids pushed until they were pretty much next to the planet by the end and I needed to pay attention to where they were getting ahead and push them back.

Where's the auto-dig upgrade?

Might want to make death actually do something. You can just afk the game as it is.

Got to level 100, saw no invisible enemies. I assume this is just not implemented yet despite there being an upgrade to see them.

Defensive upgrades are useless. Need a thorn type damage to make it worthwhile. As it is, a glass cannon build is the only viable strategy.

The water animation is distracting. Perhaps slow it down so it does not draw so much attention. Also sharpen it if possible. Everything has clean lines except the water, making it look out of place.

Make disabled options brighter. They are basically invisible nd I have no idea what I am working towards and how much it costs. Maybe add an indicator that you need to flip the switch to start charging the warp drive.

Needs a way to scroll the museum. The creatures levels should tell you if they are maxed without having to capture them again. And, the levels need an indicator to show if all creatures are caught. Also needs to give a purpose to searching when you cannot progress without waiting several minutes to get enough money, like selling excess creatures.

Its almost impossible to kill anything before getting the turn speed upgrade. Was averaging 1 kill every 5 runs before that. Something needs to be done about that.

The fruit ninja section gets laggy to the point that it stops slicing fruit, and the upgrade tree needs an option to drag it around to actually see what the upgrades do since tooltips are offscreen even on minimum zoom.

(1 edit)

A couple more issues:

First, the lower half of the UI shifts when an opponent appears/dies. This makes it hard to read/interact with the log.

Second, pokémon disappear from the dex when they evolve. For example, I used a thunderstone on pikachu to get a raichu, and now the dex has a raichu but no pikachu.

Third, When a pokemon evolves, it says "<post-evolution form> is evolving" instead of "<pre-evolution form> is evolving". For example, when evolving a charmander into a charmeleon it will say "charmeleon is evolving" which sounds like your about to get a charizard.

Finally, I think the masterball might be broken. Instead of a list of caught pokemon, I just got a list of rarities.

Edit: The catch tiles are just too small to read now. I have no idea what is caught beyond the first letter.

I've played to the safari zone so far. The following are the issues I've run into so far:

The team page really needs to be revamped. Even at full screen I can't see a whole pokemon. Makes it difficult to discard low quality legendaries.

It would also be nice if you could have an option for the auto team to choose the highest quality with the best evs rather than caring about the level.

The auto battle should continue when looking at other screens.

The rocket game corner is completely worthless. You earn far more from battling, and the prizes are something you can easily get with pokeballs. If you do happen to want a prize it is far better just to buy enough coins than to play the slots.

There are some spots where tooltips are not on the front layer, which kind of makes them useless.

I also can not figure out how to use evolution stones... Though I now capture enough pokemon that I can just catch the higher evolutions now.

Auto fish often breaks when using click to move as if it thinks you're always moving.

Great game. Needs a intro to explain the one bullet thing and a clear map button for when you realize you built a maze that wont work.

The shop keeper text says to click to continue, but you need to press space and the jumping moves the position of the upgrade grid. It would also be nice if it remembered the position and zoom settings.

The smelter needs more speed upgrades. There is too much waiting for hiher level upgrades. Also, activating the smelter should fill and empty in one click. You can't take gold out if you have any ore left and the smelter is not full.

When you click to look around, the cursor disappears. This makes it kind of hard to destroy the wall as you need to navigate to the wall without turning the view which can include some challenging movement. 

The text of signs clips through things and is difficult to read.

The special items like the boots need tooltips. I figured out how to jump by guessing. Not sure what the other item does. Also not sure what capturing the frog did for me.

My play through was 35 minutes. 15 of that was trying to find out how to progress until I accidentally walked through the waterfall. I was about to give up. I didn't find the hidden hint until much later becaus I had not figured out how to look at the back of things at that point. A better tutorial is definitely needed.

I feel like you should be able to manually mine wood, but pressing e at the forest does nothing.

The day/night cycle is annoying. It gets too dark to see what you are doing, maybe add an option to control how dark night is.