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AlexTurculet

45
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5
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1
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A member registered Feb 15, 2020 · View creator page →

Creator of

Recent community posts

Nice dialogue and atmosphere!

Really funny, I had a blast playing it!

Really good for a first game, keep it up!

Really good art and nice take on the theme!

So original and well designed, the abilities are really cool and the animations are so clean. Amazing game!

Thank you for playing our game! I m glad you enjoyed it.

Cool building mechanic!

Impressive for 24 hours, I guess you were inspired by Bad Piggies which fits the theme nicely.

Really liked the raindrop ,good job!

Enjoyed the story and the horror atmosphere!

It was simple and fun, but I think it was a little too easy, good job!

Really cool and original take on the theme. Solid gameplay and the mechanics are easy to understand.  I think the mushrooms should give a little more healing but I enjoyed running for my life back to the safe zone.

Thank you for playing our game! We decided to let the enemies pass through walls because they are made of "clouds" and it was easier to implement, but yeah there is room for improvement on their A.I. The bridges are a bit annoying indeed and if we continue the development we are gonna adjust their height for sure.

I like the gnome models and the pun in the title. After building a cannon the whole game glitched and I couldn't move, but  I liked the vibe, good job!

I like the artwork and the original take on the theme. I wasn't able to read the tutorial at the beginning because it fades off to early and the music was a bit too loud, so maybe a volume bar would be nice.

Thank you for playing our game! Yeah, maybe reducing the costs for some upgrades would make the game feel more fast paced.

Thank you for playing our game! There are definitely a lot of mechanics we could add in terms of gameplay, but we tried to focus on having a simple but polished result.  

Loved the roundhouse kick mechanic! Maybe more types of enemies would make the game even better.

We recorded all the voice lines and edited them in Audacity. I think we could tweak the costs for upgrades so it feels a little less grindy .Thank you for your input and for playing our game!

The art style is really good, I liked that there are multiple enemies and a boss fight. The boss was pretty easy to beat but  the design was great and the game was fun, keep it up!

Really liked the level descriptions and tips, nice work!

Love the vibe and the robot design, really fun

Thank you!

We'll for sure try yours.

We're happy you enjoyed it. We'll take a look at your game as well.

Glad you enjoyed it!

Thank you for taking the time to play our game and give such an in depth review. We agree the game is a bit difficult, but you're right that we didn't have a great way of testing it. We tested it with a few friends, but most of them are very into the FPS genre, so they probably weren't the best choices.

Our goal way to make the enemies feel swarmy at the start and very strong at the end and I think the levels were built in a way that reflects that. I think the problem comes from the inability to do more damage by hitting headshots, which was a thing we planned but didn't have the time to implement. It's very true that the solid FPS feeling is quite ambitious.

As with the tutorial, we needed a way of displaying a story to the player, but we didn't really know how and just settled on doing it in the tutorial. If we had more time we would've made a separate category for the handbook, which would contain a tutorial page with just the basics, an enemies page, a weapon page and a lore page.

Glad you enjoyed it! We've definitely learnt a few new things by making this. Your game is very solid.

I'll take a look at your game too!

Glad you enjoyed it!

thank u epic gamer very cool

I agree with the music, but we do have a tutorial

Thanks for trying our game!

We're really happy with the aesthetic of the game(including the sounds and the graphics).

I agree the intro should be skippable, just forgot about it at the time.

Thanks for trying our game, we're glad you enjoyed it!

I had a bit of trouble picking a color for the text, because the background image was made a bit late. I agree it can be hard to read sometimes.

Thanks for trying our game! Regarding your suggestions:

We wanted to make the in between waves a safe place for the player to think about what upgrades to buy and to prepare the holes for the next wave.

The shovel depth has an explaination in the tutorial. We didn't really know where else to put them, since they follow a patern("can dig <attribute> holes").

I think that while a wave counter would be a good idea, it has the potential to make the game too easy. You can just remember the critical waves and buy the necessary upgrades.

We chose to have generous hitboxes, in order to not make the player feel cheated if the character barely misses it.

Glad you enjoyed our game!

I agree, we could've done a better job with the waves. The reason why enemies are introduced at a slow pace towards the end is because they originally didn't exist when the rest of the waves were created. For example, the golems were introduced in the final day of the jam.

We experimented with pressing a button to dig holes, but we weren't sure how unity would handle collisions when 2 objects are placed in the exact same spot(something possible with having to press a button, but pretty much impossible when you have to move the mouse). An early bug where the waves would sometimes end before all of the enemies were defeated(meaning your holes would be erased) made us scrap this.

I agree with the other ideas. Thank you for trying our game and for the suggested ideas!

We really wanted to add some background music, but, due to our lack of knowledge in this field, we were unable to do so.

I guess we could've done a better job at explaining the hole mechanics in the tutorial.

Sorry for these inconveniences, but we're glad you had a fun time playing the game.

Glad you enjoyed purchasing the upgrades. We thought about it for quite a while until we settled on these ones.

Thank you for playing our game!

Glad you enjoyed it! It was a blast coming up with the story and making it seem more interesting.

I think calling it the best is quite a stretch, but thank you for the kind review!

We took inspiration from PvZ's more lanes open as you get further in order to balance the different waves.

Glad you enjoyed the art! It was my friend's first time making pixelart and we like how it turned out.

It took us quite a lot of time to come up with the idea, but I think it was a pretty good one.

Thanks for trying our game!

You've got a solid game as well!