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acuityx

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A member registered 31 days ago · View creator page →

Creator of

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Cozy game, nostalgic Windows 95 style UI, office vibes with a battle simulator that reminded me of age of empires for some reason!

Love the concept and the idea of a tutorial, but the text ui needs polishing. Could be just me but my eyes strain from the graphics.. don’t know what it is.

A full blown RTS?! Great UI too. Impressive work!

I got called a whistlin’ fool.. fun little game, nice ui and interesting concept. Could definitely be built into something far more intricate and production ready!

Haha I loved it! The theme is rather dark and edgy.. but humorous nevertheless. Great work! Music, dialogue, pacing, simple gameplay loop, all of it was pretty polished tbh.

Wonderful game! It’s really impressive that you pieced this up in 7 days. Loved the exposition, the retro feel, the music. This has amazing potential. Keep at it! Great work!

Very valid feedback, I felt this myself and really couldn’t address it well enough even after several iterations. Some attack/passive systems are simply too OP. I’ll work more on smoothening the progress curve. Thanks for playing!

Nice game, very in theme for the gamejam. I like the addition of a minimap too, so you don’t have to look for planets blind. Speed upgrades or AoE hitbox upgrades would be a nice addition to lean into that invincibility. Great work, overall. Keep gamedeving!

I like the concept, I could see this become a wonderful roguelite RPG. Needs more worldbuilding, characters, sprites, soundtracks. When speaking to the shopkeeper, I noticed a huge wall of text towards the end. If you can improve the UI/UX, add smaller snippets of text or maybe stream it, add bust sprites, it will look a lot more complete. Also what’s up with the fool’s handgun XD? Is it supposed to be that slow? Is it a meta joke? For a quick proof of concept this is a great job, keep at it. Looking forward to Eternal Fight v1!

I really love the concept and the quirky robot at the main menu screen! I think the inputs for mouse up/down are reversed, which made it awkward to control, not sure if it was by design. The pacing also is a challenge, the robot can walk pretty slow initially towards the finish line, I’m not really sure myself how to address that. But all in all, you’ve made a gem of a game. Polish it and it’s sure to be a hit!

Dev Update v0.1.0

Just keeping track of the tweaks made today. The main goal was to fix the endgame pacing, balance the economy, and stop the math from breaking the game.

Builds & Progression

  • EXP Curve: Flattened out the curve heavily. It was scaling too fast previously; it is now mathematically viable to max out a loadout in a single run.

  • Slot Limits: Enforced a strict cap of 6 active weapons and 6 passives per session.

  • Limit Breaks: Changed these to flat stat bumps (e.g., +5 max HP, +1 Damage) instead of percentage multipliers to prevent late-game stat runaway.

  • Auto-Pick: Added an “Auto-Pick Future” toggle for Limit Breaks once a build is 100% maxed to keep the late-game loop uninterrupted.

Enemies & The Collapse

  • Omega Rework: Reduced total HP and halved gravity pull strength. The bullet patterns are now telegraphed and dodgeable.

  • Simulation Collapse: Delayed until the 11-minute mark. This provides a 60-second window to finish Omega before unkillable, hyper-accelerating anomalies spawn to terminate the run.

  • Very Easy Mode: Re-tuned to be a pure power trip. Mobs have minimal health and damage but spawn in massive swarms.

Economy & Polish

  • Gold Balance: Lowered drop rates to 1.5% and reduced yield to 1-3 gold per pickup.

  • Gold Magnet: Set drop chance to 0.000001% (Mythic tier).

  • Price Scaling: Increased meta-upgrade and character unlock costs by 10x to establish a long-term progression grind.

  • Weapon Tuning: Slightly reduced Flamethrower radius to improve early-game visual clarity.

  • Engine Refactor: Modularized weapon logic and rendering to resolve syntax crashing issues and memory leaks.