Simple yet fun & addictive gameplay, though I wish there was an option to speed up the waves.
AgrMayank
Creator of
Recent community posts
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!
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.
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.
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

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

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


































