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Achie

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A member registered Apr 01, 2017 · View creator page →

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(1 edit)

Cool cool, thank you! I was asking because i had 3-4 already built and almost complete, never really rolled a 1 and didn’t have a building there, sonl I thought I could cheekily mark in a production point there, and not skip 3-4 the next time I roll them.

Really nice project enjoyed my first playthrough and have a few more pages printed for future play.

One question I had during the play, around marking oroduction, both in calling adventures back, and double rolling. Can I mark a resource on a line that I have not built yet? (For ex I dont have a mine on 2, can I still mark there on double roll/adv or not). I assume no, but wanted to make sure.

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Hi! Just a quick question that was not clear to me.

Do Round Begin Power Up’s stay permanently or are they only for the round?

For ex, on the start of my turn I power double power my turret. On the next turn if I double power it again, will it be at 2 or at 4 power?

Added question, if I link my shield with my turret, can I shoot when I defend with my shield?

Found a few other our first playthrough, mostly clarifications though:

Incoming! Says to spawn two boogey and a Scout. There is no scout, but there is a pathfinder, I assume it is a typo/later rename.

Do I damage the missile even if I miss? (I assume yes)

When an enemy/effect damages my hardware I take a powered slots away first, then mark the first non-powered one as a damage, right? (So if I have two power in my turret, and an enemy hits me there for 1, on my action I have a 1 powered turret.)

Really honored that you feel that way, it is amazing coming from a skilled gamedev like you!

Thank you so much! I’ll do a few little updates on the game in the upcoming weeks, but nothing major.

I do have a little game manual in plan with all the juicy details, hopefully it will see the light of day!

Feel free to play any of my games in your videos! All I ask is a little link in the description and a shout out!

Played it on stream if you are interested! https://www.twitch.tv/achie7240

Nicely stylized and executed idea. On a few stages you can go off-screen, not sure if that is a know issue.

Enjoyed the little puzzles of solving the stages, although the stage with the pikemen line in the front with the archer army in the back seemed impossible with my setup. Will try to beat them later!

Also, today I learned what koku is, so that is a plus point!

Separating the fighting and the samurai management was a nice idea.

Well done!

Nicely stylized and executed idea. On a few stages you can go off-screen, not sure if that is a know issue.

Enjoyed the little puzzles of solving the stages, although the stage with the pikemen line in the front with the archer army in the back seemed impossible with my setup. Will try to beat them later!

Also, today I learned what koku is, so that is a plus point!

Separating the fighting and the samurai management was a nice idea.

Well done!

Controls were nice and It was a nice spin among all the slashy slashy entries to force the player to “sneak” around and not be able to hurt he guards.

I wish the player had it’s own “huagh” sound, would make rolling much more fun!

Falling enemies sometimes have a weird hitbox to hurt the player, but nothing that bad. Overall, nicely done!

Controls were nice and It was a nice spin among all the slashy slashy entries to force the player to “sneak” around and not be able to hurt he guards.

I wish the player had it’s own “huagh” sound, would make rolling much more fun!

Falling enemies sometiems have a weird hitbox to hurt the player, but nothing that bad. Overall, nicely done!

Music was a banger, really well done!

Overall the game was enjoyable, I just wish there was more to the stage. You have a really big play area, and enemy only along one road. Plopping them around, even with just cloning would have extended the game a little bit.

Really dig the stylized black and white look with the bright red splashes, it was a nice touch.

If you ever want to expand a few more enemy Ai variations would highly extend the play time.

Overall, well done! Nice entry.

Music was a banger, really well done!

Overall the game was enjoyable, I just wish there was more to the stage. You have a really big play area, and enemy only along one road. Plopping them around, even with just cloning would have extended the game a little bit.

Really dig the stylized black and white look with the bright red splashes, it was a nice touch.

If you ever want to expand a few more enemy Ai variations would highly extend the play time.

Overall, well done! Nice entry.

The basic idea of a platformer, hack and slash and speedrunning game combined is a fun idea to explore.

Sadly the game suffer from a few “little” mistake that I feel make the game not so fun as it could be.

Staircases/blocks leading to a platform not visible from above, and holes in the ground should have clear distinction between them. Stepping from a ledge, when you already see that the game sometimes steps you from a ledge, just to walk into a hole and die is not fun.

After the snaking back and forth zombie part, you have the same grass as you use on top of the platforms in the whole, which is really confusing as the player is just gonna walk into a hole, because you are signaling ground their with the grass.

Collision is kinda wonky at time, but in the end it is not THAT of a big deal, still confusing on hit and getting hit ranges though.

Music getting TOO loud is also a huge issue, please check your audio level next time.

The basic idea of a platformer, hack and slash and speedrunning game combined is a fun idea to explore.

Sadly the game suffer from a few “little” mistake that I feel make the game not so fun as it could be.

Staircases/blocks leading to a platform not visible from above, and holes in the ground should have clear distinction between them. Stepping from a ledge, when you already see that the game sometimes steps you from a ledge, just to walk into a hole and die is not fun.

After the snaking back and forth zombie part, you have the same grass as you use on top of the platforms in the whole, which is really confusing as the player is just gonna walk into a hole, because you are signaling ground their with the grass.

Collision is kinda wonky at time, but in the end it is not THAT of a big deal, still confusing on hit and getting hit ranges though.

Music getting TOO loud is also a huge issue, please check your audio level next time.

Really cool tech demo, that N A I L S the retro looks! Music sadly is waaay to loud in the beginning.

Amazing visuals, had fun throwing around the shurikens, trying to aim at stuff. Will check back once you update to see the project in it’s full form!

Really cool tech demo, that N A I L S the retro looks! Music sadly is waaay to loud in the beginning.

Amazing visuals, had fun throwing around the shurikens, trying to aim at stuff. Will check back once you update to see the project in it’s full form!

For a first game, very well! The base idea is fun and engaging, just a few little things to point out:

Sound Balance - Your Hi-hats are way more loud compared to other parts of the song, which leads to either me hearing the music and really loud slams, or just hearing occasional hi-hats if turn it down.

Platforms - Probably because of skill, but would be nice to always have a platform that the player can reach. A little distance check could solve this.

I like that you remembered the indicators for the bombs, just make them a little big bigger. Also would be nice to have such indication for spawning enemies, or you could turn off their logic for the first few frames, so they cannot spawn hurt you from nowhere.

Overall, I had fun, for a first game, nice job!

For a first game, very well! The base idea is fun and engaging, just a few little things to point out:

Sound Balance - Your Hi-hats are way more loud compared to other parts of the song, which leads to either me hearing the music and really loud slams, or just hearing occasional hi-hats if turn it down.

Platforms - Probably because of skill, but would be nice to always have a platform that the player can reach. A little distance check could solve this.

I like that you remembered the indicators for the bombs, just make them a little big bigger. Also would be nice to have such indication for spawning enemies, or you could turn off their logic for the first few frames, so they cannot spawn hurt you from nowhere.

Overall, I had fun, for a first game, nice job!

Pretty nice idea with the unconventional veggie farming and the minigame cooking show! Art is nice, I do wish we had a full screen here as well, not just on the extended edition.

It has a few little bugs but nothing that breaks my will to try the game again! Chill little music, and nice jam project! Well done!

Pretty nice idea with the unconventional veggie farming and the minigame cooking show! Art is nice, I do wish we had a full screen here as well, not just on the extended edition.

It has a few little bugs but nothing that breaks my will to try the game again! Chill little music, and nice jam project! Well done!

As a non-visual novel player, I’ll have to say really well done! Even more for a jam!

The music perfectly matches the moody feel of the story, the sprite/artwork with the details but the sometimes sketchy feel also emphasis the discontent of the mood.

Only got one ending but will come back for the others as well! Well done!

As a non-visual novel player, I’ll have to say really well done! Even more for a jam!

The music perfectly matches the moody feel of the story, the sprite/artwork with the details but the sometimes sketchy feel also emphasis the discontent of the mood.

Only got one ending but will come back for the others as well! Well done!

Overall a really nice and well put together entry. The sprite work was lovely, all the different enemy interaction were nice (Isohashi running away, the heads of the ladies detaching etc).

All that is missing is little polish, which is perfectly fine for a game jam entry, that’s what we all do.

I do wish the attack AOE was a touch bigger and it’s shame that the arrow does’t work, but otherwise a nicely put together project! Well done!

Overall a really nice and well put together entry. The sprite work was lovely, all the different enemy interaction were nice (Isohashi running away, the heads of the ladies detaching etc).

All that is missing is little polish, which is perfectly fine for a game jam entry, that’s what we all do.

I do wish the attack AOE was a touch bigger and it’s shame that the arrow does’t work, but otherwise a nicely put together project! Well done!

Amazing little entry put together in such time. Once again I feel like the only thing I want is more of everyting. With a little expanding this could be a fully fledged game release.

I assume there is a type in the controls, last special is from low stance, right?

Nothing really to pick apart, maybe the neon light could be toned down on their brightest parts, and the parry moving you forward is a tad confusing for me, at least.

Otherwise well put together, assets are nicely matched in style sfx and music also good.

Would love if one of the attack would serve as the Return key in the “Retry-Main Menu panel” for fluidty of restart.

Amazing little entry put together in such time. Once again I feel like the only thing I want is more of everyting. With a little expanding this could be a fully fledged game release.

I assume there is a type in the controls, last special is from low stance, right?

Nothing really to pick apart, maybe the neon light could be toned down on their brightest parts, and the parry moving you forward is a tad confusing for me, at least.

Otherwise well put together, assets are nicely matched in style sfx and music also good.

Would love if one of the attack would serve as the Return key in the “Retry-Main Menu panel” for fluidty of restart.

Loving the stylized sketch look, always a sucker for hand drawn graphics! Once you understand the combat it is nice and enjoyable to think through your option (although sometimes I feel like spamming is way to good).

The sounds effects are nice, but I’d love to have a little background music to liven things up.

With a few more enemies, with varied patters this could be expanded quite nicely into a full fledged project.

Loving the stylized sketch look, always a sucker for hand drawn graphics! Once you understand the combat it is nice and enjoyable to think through your option (although sometimes I feel like spamming is way to good).

The sounds effects are nice, but I’d love to have a little background music to liven things up.

With a few more enemies, with varied patters this could be expanded quite nicely into a full fledged project.

Nice little platformer entry for the jam! The aesthetics are amazing with the nice palette choice, although I feel sometimes the distinction between foreground and background is not as clear as it should be!

Levels were nicely designed, I had little problems with one part of the final level, but nothing major!

Overall nice entry and nice little project!

Nice little platformer entry for the jam! The aesthetics are amazing with the nice palette choice, although I feel sometimes the distinction between foreground and background is not as clear as it should be!

Levels were nicely designed, I had little problems with one part of the final level, but nothing major!

Overall nice entry and nice little project!

Beautiful graphical work, banger ost, nice little level design and and okay combat system!

Enjoyed my time cutting through trees and tower, my only wish is a little bit more nuanced combat system, that would just elevate the whole project! Don’t get me wrong even now it is enjoyable, it is just something to think about if you are planning for future work!

Really solid jam entry!

Beautiful graphical work, banger ost, nice little level design and and okay combat system!

Enjoyed my time cutting through trees and tower, my only wish is a little bit more nuanced combat system, that would just elevate the whole project! Don’t get me wrong even now it is enjoyable, it is just something to think about if you are planning for future work!

Really solid jam entry!

Really enjoyed the fast paced action (with the reset fixed it would even more better) the enemies surrounding you always pumps up the heart rate!

The bug crab was a surprise for sure, and I need lore explanation behind the COW and the milk in the game.

Sound wise, PLEASE test your game audio before publishing, because the background music was way to out of a comfort level.

Otherwise nice sfx and graphical work!

Little page tip, if you would use the lovely purple from your menu scene in the background colors, that would tie everything together really nicely!

Overall, nice entry, enjoyed my time with it.

Really enjoyed the fast paced action (with the reset fixed it would even more better) the enemies surrounding you always pumps up the heartrate!

The bug crab was a surprise for sure, and I need lore explanation behind the COW and the milk in the game.

Sound wise, PLEASE test your game audio before publishing, because the background music was way to out of a comfort level.

Otherwise nice sfx and graphical work!

Little page tip, if you would use the lovely purple from your menu scene in the background colors, that would tie everything together really nicely!

Overall, nice entry, enjoyed my time with it.

Nice beginner project for a game jam! Liked the experimental color scheme you use all throughout!

Sound effects and music would be nice to spice up the gameplay, many jammers overlook the importance of them. For sounds effects you can check various online sfx tools, for music, there are Creative Commons databases you can check and use!

The orange shuriken guys were a nice change with the reflectable projectiles! And and screen would have made the game a bit more complete!

Well done otherwise! Enjoyed jumping up and down.

Nice beginner project for a game jam! Liked the experimental color scheme you use all throughout!

Sound effects and music would be nice to spice up the gameplay, many jammers overlook the importance of them. For sounds effects you can check various online sfx tools, for music, there are Creative Commons databases you can check and use!

The orange shuriken guys were a nice change with the reflectable projectiles! And and screen would have made the game a bit more complete!

Well done otherwise! Enjoyed jumping up and down.

The overall idea of a rpg being an informative lesson is something I can get behind, sadly I feel this as of now only servers as “walk from exposition dump to exposition dump”. Maybe cut back conversations or more spread out talks would break up the long conversation. That said, I’m 100% not a JRPG player, so this could be just the limit of the medium.

I really dislike the use of AI, and the background music being waaaay to loud is something that should have been caught in the development process.

Haven’t got into actual combat tbh, so I cannot provide feedback on that part.

The overall idea of a rpg being an informative lesson is something I can get behind, sadly I feel this as of now only servers as “walk from exposition dump to exposition dump”. Maybe cut back conversations or more spread out talks would break up the long conversation. That said, I’m 100% not a JRPG player, so this could be just the limit of the medium.

I really dislike the use of AI, and the background music being waaaay to loud is something that should have been caught in the development process.

Haven’t got into actual combat tbh, so I cannot provide feedback on that part.

Amazing little entry, it was a joy to see it through the development process!

TIL you have stances/combos you can do with lookin up and down, really helped with the fight! One day I’ll beat the pesky bot!

Combat feels nice, the Ai is an absolute menace and I like it, no pause for me during the fight!

Would’ve loved a little soundtrack in the background, but the sfx inside are well made!

Nice job!