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Agavius

24
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1
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9
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A member registered Jun 09, 2020 · View creator page →

Creator of

Recent community posts

Haha alight, I didn't even get a quarter of that in my test runs even with a debug console ^^

I will look into that and try to think of something.

How was the performance with so many balls, where there a lot of lags or glitching balls?

Thank you for your effort and I hope you have continued fun with the game.

Wow, thank you for this detailed and kind feedback!

I can totally see your points. For the next update I will add an indicator for prestige sparks and hide the better passive spawn until the player got their first passive ball.

In your opinion would hiding more of the updates behind some kind of threshold be something that could improve beginning 'easing into' the game phase?

For the blue ball I will think of something to make it more intresting or give it a secondary upgrade path unique to this color.

I would love your feedback :) 

I really loved the game! Such a fun idea and music/style is super fitting.

Thanks for giving it a new try :) Glad you enjoyed!

I am not to happy with the right side UI. If I get the chance I would probably recreate the game in Godot to help with different view-sizes.

UI scaling is looking a lot better now, sadly I still can't interact with the world (or I don't know how).

I too seem to be unable to interact with the world in any way. Is there some button I have to press to open the shop or something else?

I guess making that more clear is something that could be improved :D

Loved the art!

It was really fun and intuitive. I loved the fast pace of the early levels.

Hi and thank you for the kind feedback!

May I ask what you thought about the difficulty? Should I make the levels (especially 2 - 4) harder?

Hi, thank you for the feedback and I totally agree!

Level design fell a bit short I fought alot with the UI. May I ask, did you play Level 5 and if yes what did you think about the difficulty of that level?

Thanks for playing :)

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It's been ages since I played a slingshot game and it was fun! I also enjoyed the setting but found the silver double hit folders to be a bit unfair since the bug is bouncing of it.

The progess of realisation brought a growing smile to my face, even though the background was making me dizzy :)

Fun little game

I always enjoy bullet hell games and like the style.

I see room for improvement on the difficulty curve, for example sometimes there is a boss spawning right at the start of the game. I feel like it would be more fun if there was a short sort of grinding phase where you can focus on improvement befor it goes to pure survival.

Really great and fun game! Played lots of rounds, even won some of them ;) . 

Quick feedback:

- Pressing Esc during the intro seems to crash the game

- Inconsistent / confusing naming. Is Spell dmg. and Magic dmg the same?

- Why are some spells instantly triggering on start of the game and some only after first cooldown?


Would love a full game btw.

Thank you :)

Hi, thank you for the nice words and the review. The overall economy and progression is something I will definitely overhaul in the next upgrade along with NPCs.

I have a long train ride ahead of me and will definitely try your game then :)

KR

Lion

Hi & thank you for your feedback! I get what you are saying regarding the text. I will experiment a bit with the command line and output to see how that can be improved for the players.

KR 

Lion

Hey everyone,

I just released v0.1.0 of my new project, and I'd love your thoughts! It's a minimalist, text-based idle fishing game played entirely through a retro terminal interface. You start by literally typing >fish to make your first catch, and eventually scale up by typing commands to buy properties, upgrade gear, and automate a fishing empire.

Since the entire experience relies on reading logs and typing commands, getting the "game feel" right is crucial. I’m looking for feedback on the big picture to help guide the next updates:

  • The Interface: Do the commands, tab-completion, and text logs feel intuitive and smooth to use?
  • The Pacing: How does the early economy feel as you type your way from a single rod to a larger operation?
  • Stability: Have you noticed any visual glitches in the terminal or issues with the save system?


I'd appreciate any honest feedback, bug reports, or feature ideas you have. Drop a comment below!

Thanks for playing, 🎣 

>_

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Hi, as this is a pay-what-you-want pack, you can just download it for free and check out if it is something you would like to use in your project :)

Edit: five tracks from this pack can be found in my new free and small browser game System Breach Checkers.


Hi, I like the style and that you include .aseprite.
What does the license of this pack look like?

Hi, Great concept! However, the trailer doesn't quite communicate the core gameplay loop on its own. Without reading the description first, it’s difficult to tell that this is a deep career simulation involving stat management and scheduling rather than just a simple sports game.

Hi, is there only a build for linux?