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AgrMayank

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A member registered Nov 08, 2020 · View creator page →

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I tried the app again, and it seems like there is a conflict between the swipe gestures and the drop button. I’ll fix this in a future update. Thanks for reporting!

Regarding the top letter, it shows the next letter that’ll appear after the current one has dropped. Do let me know if that’s not what happened?

The last one is a rare issue and I haven’t faced it in the latest build. That said, I’ll try to do a double check to to minimize/remove this in the next builds.

Have fun!

Thanks!!

Thank you!! Glad spending extra time on the key pop was worth it.

That’s actually a pretty cool idea IMO, kind of like those piano games where you need to press the right key for the right amount of time.

As much as the goofing around it fun, the post processing can be a bit overkill and straining after a while, but maybe that’s just me or I guess that’s the liminal art style you were going with.

YAYY, another tough platformer xD Jokes aside, at first I was like why aren’t the A D keys working, and took a while to get used to them.

A pretty good take on the deck-builder/card game genre where debt is a resource. Didn’t manage to complete it as I haven’t played a lot of such games.

105 sec & 4 deaths later, a nice short game.

At first I was dragging the GOO in the direction of the goal, but then I saw the bounce-back and was like, I’ve been dying for playing it wrong 😅

Thanks, I wanted to make the menu feel as a part of the game rather than some overlay. Glad you liked it :)

Thanks!! Hope you liked it.

May the dwarves be remembered for an eternity.

I do agree as it has a slow start. Introducing obstacles step by step would definitely help imo.

Easy to get into but harder to master. It’s pretty good but lacks audio as others have mentioned. Reminded me of “Crazy Mammoths” which was REALLY fun to play with friends.

I’m not really the right audience, but those pendulums don’t make the job easy lol. Guess I need to get those upgrades going!

Hey thanks!! I’m glad you found a good use out of this small idea!

I do agree it can get stale soon as I designed it to be used alongside coding and such. Thanks for playing!

Not sure why everything is a pigeon vomit (with a toxic looking smiley face) lol… I guess why not! Great job, especially with the art and SFX, though some music would’ve been great.

Thanks! Agreed, on it’s own it becomes a tad boring after a while. I think of it as more like a fun timer/streak system.

Great idea! Reminded me of Epistory in some ways. Can’t afford to mistype in the later levels.

Imagine your sub is drowning and you NEED to play games on a computer to get credits. NICE!

Thank you!! I mean., who knew being lazy was soooo relaxing (~ ̄▽ ̄)~

Thank you, I’m glad you had fun!! (^._.^)ノ

https://agrmayank.itch.io/backlog

Letters fall endlessly from above. Ignore them for too long, and they begin merging into larger, heavier stacks i.e. problems for your future self.

It starts as a simple typing game, and slowly turns into a fight against overwhelming accumulation.

Type matching keys to destroy the Falling Letters and survive as the screen slowly fills with your unfinished backlog.

Built around the theme “Everything Has a Cost”, every power-up & neglect affects the flow of the game.

Ah, got it. I’ll add settings in future builds then to tone down the visual effects, among other things.

Hey thanks! Did you try the WebGL as the low FPS is a known issue there. The Windows version should work fine.

Hey, thanks!! Glad you had a fun challenge xD

I do get what you mean; that wobbly low FPS feeling on WebGL does bring old memories of my potato PC, lol.

Sad to hear that you had mouse issues :( I’ve uploaded a Linux build on your request, and while it is untested, please let me know if that solves the issue. Thanks!!

THANK YOU! The dancing cardboard characters are one of my favorite parts of the game :D

I do agree on the scoring part, as it is incomplete w.r.t my initial plans. I was thinking to take inspirations from “I Am Your Beast”. Still exploring how to visually represent that. Should be done in the next couple of builds.

Glad you liked it! :))

Thanks, glad you had fun =D

Hey, thanks!! I did add the ranking system to make it more replayable, and I’m glad it works!

Play through a series of time-limited levels that get harder as you go. Your goal is to score as many points as possible before time runs out. At the end of each level, you’re graded a rank from ‘S’ to ‘F’ based on how well you performed.

Try it here 👉 https://agrmayank.itch.io/headshot

Thanks for sharing! This is weird as Ive tried it on a couple of browsers on different systems and it ran fine. I’ll see if I could find out why this is happening, but in the meanwhile you can try out the windows build as well.

That’s weird. Which browser are you using, also if you could share a screenshot of the error, that’d be really helpful. Thanks!

Welcome to the V.O.I.D (Vortex Of Infinite Destruction) a deadly void of drifting asteroids where your only tools are your instincts and crosshair. Survive as long as you can, rack up a high score by building combos, and don’t blink.

LINK - https://agrmayank.itch.io/void

It’s more like the grid is too bright, overpowering the other elements like the blocks themselves. If you could tone down the grid brightness while keeping the same aesthetics, I think the it’d be a lot easier on the eyes.

The concept is pretty intriguing, with an interesting combo of different game genres. It can get a bit overwhelming for people who haven’t played Tetris before or are trying to juggle two games at once. I guess that part could be streamlined a bit more to make things more cohesive.

Visually, it looks chaotic, like a retro synthwave vibe which honestly isn’t a bad thing!! Maybe toning it down just a little could help make the gameplay feel a bit clearer and stand out from the rest! Not much else to add that apart from what others have mentioned.

That said, the game’s pretty good, and I’m definitely curious to see where it goes next. Good luck!

First, make the king playable from the start but weaker than what the king ends up being later on. Second, make it that all units are available from the start. Now, shift the upgrades from being static and always available to being more random and based on how many enemies the player defeats (Not enough kills? No upgrade for you).

That actually makes a lot of sense. So the units/characters will have EXP in way and only give upgrades once you’ve collected enough. So the users will also have the choice of how to use each unit and have their own unique “build” of the army.

Now you shift these upgrades into three categories: the People, the Enemy and the King.

I actually really like this idea! It kind of gives the card system a meaning, instead of just being there as another system in the game. It’ll also fix a lot of the other gameplay issues like you mentioned.

Another thing I’d suggest as part of this would be to change how waves work. Instead of each wave just coming, make it that a wave has to be completely cleared out before the next can begin.

I was actually thinking from a while to split the zones into different parts. An idea I had was to show multiple layers of the castle walls, each showing a layer of the society - king, ministers, knights, general population, slums. Each of this zones will have their own playable unit unlocked from the start. The units can explore the ruins outside of the castle walls during the day to find ways to defeat enemies, hunt for resources, progress the story, etc and then switch to a TD during the night to fend off waves of enemies. But again, I’ll have to do the balance between them right so it doesn’t feel like two games forcefully joined together.

Again, a massive thank you for taking the time and effort to playtest in depth, along with giving such helpful feedback, which is impossible to get during a normal jam. Really appreciate it :D

Yeah, I’m taking notes of all the changes mentioned, and now have a pretty good grasp of where I need to go ahead with this game. Thanks!

P.S. Yeah, the combination of platformer with tetris puzzle elements do look daunting. Let’s see how I’ll fare with it xD

That makes sense, as there are no spawn indicators RN.

Thanks for the feedback! It’s as you said it is pretty barebones with a lacking gameplay.

For the music, I was kind of mixing between two different tracks for the both the sides on top of the base track (it’s more noticeable when wearing headphones). Watching video, I guess I failed miserably at conveying that along with layering the audios together, haha.

Apart from that, I do agree that the game needs a lot more variety in audio along with SFX, which is severely limited as of now.

Same for the GUI, it’s pretty much a work in progress with only partial controller support as you said.

For the gameplay, I do get your frustration from the video. It was my first attempt at TD, a pretty bad one at that. I do need to learn a lot from the genre if I wish to continue on this game.

Units shouldn’t be placed where ever you happen to be looking at that particular point in time (The enemies don’t)

  • For some reason I thought it’d be a good idea, that you could spawn knights behind the enemies, thus encircling them on both sides, lol.

Are the 1-4 units bound to 1-4 on the keyboard?

  • Yes

I totally agree on the rest of your points on the units’ balance and broken game design as well. It’s painfully clear that I need to go back to the drawing board with this.

There should be some sort of progression that feels more ‘natural’ , we’re fighting the enemy and lose or win but then ‘nothing’. Let us push against the monsters, maybe a map where you’re trying to reach their main crystal tower or such to stop this horde.

  • I was actually thinking of that, to take the traditional approach of breaking the game into chunks/levels rather than one big level where dying is the only option until you get strong enough (games should be fun not depressing after all).

I have noted the rest of your suggestions and will definitely keep in mind if/when I take this game idea ahead, in a new and better way. Thanks a LOT! The feedback was something I needed to get out of the rut with the future of this game. :)