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Amatsugu

23
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1
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3
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A member registered Jun 03, 2021 · View creator page →

Creator of

Recent community posts

Cool, thx

It would be convenient to be able to adjust performance settings while the filters are locked.

That was fun, enjoyed the puzzles.

This is pretty much flawless execution, gameplay, audio, visuals, everything working together to create a very satisfying game.

Yay, I made it on the scoreboard. That was fun!

I love the art, seeing a massive pileup of cars was very satisfying. Trying to get the cars to power slide into each other was very interesting. I feel like the spring is kinda useless tho.

Yea, the spawners don’t do any checks before spawning, but they are limited to spawn in 3 specific zones on the screen.

it’s worth picking up the ones you don’t like as well since they upgrade the stats of all weapons (10%), but switches you to a specific one and upgrades that one more (20%). I initially planned to have it be the player’s choice to pickup an upgrade but cut that idea as time came to a close.

The visuals are very clean, until I placed down the triangle module. This game is quite confusing, it’s an intersecting concept at it’s core but seems incomplete unfortunately. The sound effects get very grating when you add a lot of modules.

An interesting concept, but there’s not enough time to read the worlds/examples and while also playing the game, this is compounded by the inability to stop moving.

The controls are something I wanted to tweak more, but ultimately i decided it was good enough and focused on getting other features in.

(1 edit)

unfortunately the web version can’t handle as many projectiles as desktop versions.

Took a while to figure out how to get any mana produced, but once I got it, I managed to crash the game. That was pretty interesting, but could use a much better tutorial/guidance on how everything works.

This is a lot of fun, surprisingly difficult as the levels progress.

Love the art. The level and character looks very beautiful. The combat however is very confusing. Attacks seem much more consistent when just holding down the button, but the hit detection for attacks seems so inaccurate I was never able to get more that one strike in every so often.

I liked this one a lot, some very interesting levels towards the end. would have been nice to have a way to restart the ball without deleting everything, sometimes the dominos don’t fall and that can get frustrating.

I love the audio design, wish there were more challenging levels to make better use of the mechanics. Great concept overall

I’m impressed by the path creation, how it ensures curves and such. Hover i feel like this ends up making all the levels trivial. Some height variations on the levels or other kinds of obstacles would be interesting. also sound effects would help a lot, especially since the dominos fall so slowly.

The art is pretty great, but I find it hard to visually keep track of how actions result in any outcome, feels very random, even tho it seems like it’s not. I like the idea of manipulating the price, but it would be nice to somehow highlight or emphasize when the hits and chain reactions happen, right now you just get a vague sense by how many tacos end up on the screen.

That was a lot of fun, I liked that upgrades increased the amount of chaining. Multi-tasking between driving and aiming was pretty fun

Added some instructions on how to play to the description, hope it helps!

Pretty cool game, ending up finding a bug that allowed me to infinitely duplicate jellies at the pen.

Will the vr download feature make it to this version of the app once it's considered stable or will it always be patreon exclusive ?