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andymakespasta

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A member registered Mar 30, 2021 · View creator page →

Creator of

Recent community posts

Me too, lost in the void.

I looked into it and figured it out. It was mostly on my side. If the save game (that triggers on completing the tutorial) fails, when you enter the "real game" it spawns the tutorial box.

Probably a very niche bug, which only triggers for people who won't be able to save their game anyways.

P.S. I really enjoy these historical simulation board-gamey games.

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Bug? the final tutorial message box keeps reappearing and preventing me from playing. I'm on the browser version via chrome. 

Edit. Was a problem on my side. Thanks to the dev for looking into it.

Really cool. Games as commentary at its finest.

One question? Can you target auto research after Gen3? it's stuck on autonomous capabilities, and once its maxed, it doesn't do other research.

nice little game. Not sure if bug, but some friends can't seem to be triggered twice in a row. 

I guess it may be triggering a friend that is already triggered, then the friend waves and undoes the trigger.

Really fun game. Neat idea for needing to "flip flop" instead of just att/def growth.

First try: 1347; pickaxe at (26,15), didn't realize double and reverse were pickup consumables, Went into final room with fire, then reversed for win.

Would be fun to try to optimize it. Do you know what the maximum possible score is?

Interesting basic setup, once I understood what was going on, the maze building puzzle was quite interesting, having to build for access to cats, space to dodge, the forced tiles in order.. But also, every round I would build basically the same way... the randomly selected cat doesn't affect my choices at all.

Also, the text is completely unreadable at some resolutions. Paired with how fleeting the cat description and lack of stats, everything is confusing. A easy fix is a encyclopedia of cats and maybe bestiary with stats.

I'm not sure the cause, but I see the issue too. I was basically setting everything to autobuy, then I noticed that there were still popups telling me to upgrade my planets. Clicked through, and indeed, some planets (mills) were not fully upgraded when I had the resources

Agree with the other comments about this having a narrative arc. Great job.

Probably a bug, but building the barrier lets you infinitely "retire" to get more barriers? Although it also seems using the barriers is bad in the long run anyways.

Nice game. Simple fun. Maybe a little map RNG dependent for harder difficulties.

Small bug report: if you spam the pause button, you can quit a game before the tutorial popup ends, and this softlocks the game.

Thanks for the fix, but maybe another issue: the sacrificial temple/quetzcoatl's attack keeps following the target, creating a little swarm but doesn't "land". It's a cool visual, and if it works by doing damage every pass, then that's really cool, but I think it's just bugged.

Great game. Really love how connected all the mechanics are.

I'm not sure, if it's a bug, or I missed something, but enemies that are "killed" by a pyramid can show zero health but not die, and not be target by other towers, and still do damage.

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small bug? I can build overhand buildings above empty space (once it has scrolled out from play area). Other than that, great game!

Excellent presentation, fun basic loop. Needs a year counter to let us know the goal is to finish as fast as possible.

Whew, beat it after several tries. 

Great game. The golden fabric mechanic of risk reward made the start interesting. Slowdown doesn't work that well, and I barely used it.

P.S. I never sleep, and I live in your second sock drawer. Pay up.

Defendustry community · Created a new topic Nice game

I really enjoy economy / escalation games. I really like the writing for the roach too.

I managed to get a perfect rating with no retries (after knowing exactly what would show up, and doing a few test runs)!

Two main pieces of feedback:

1. Make your engine deterministic, and not affected by game speed. I find myself having to slow down the game to make sure my towers hit.

2. New game after losing is too easy, and for economy / escalation defense games, when it's too easy, the player can get really sloppy and still win. Decisions no longer matter. I much prefer resetting with no (or very little) carried resources, but better information on upcoming waves.


Great job!

Does your run simply end if the navy cuts off all three islands near the bottom or all four islands near the top?

Interesting game.

Noticed a bug: There's an area around the northeast wall that's buildable, and probably not part of any district. If you build a graveyard there, you can cause the game to crash on turnover.

12 bits. lol

Needs an ending where the dragon notices its hoard is gone, flies out and sees the taxman with the gold and destroys him.

Then it would be a 10/10 experience.

What does leak less oxygen do? The oxygen leak dice (hover view) didn't change after I bought it.

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I can never resist anything HoMM3. Nobody has managed to capture that magic since, and we need more people trying. Good luck.

Note: You can dupe units by drag-dropping to open the split unit menu, then clicking on an empty slot to move the unit, then confirming the position in the split unit menu. This was very funny when I met the mirror match.

Really great new take on deckbuilding.

Got 384 on my first try. Is it possible to defeat the giant octopus?

Just wanted to say, this is an amazing piece of art and design. It's just so... elegant.

My one suggestion is maybe a mulligan for the initial draw, or a way to manipulate your initial hand. The reason being, many builds snowball, so a terrible initial hand can lose you the match. Outside of the tournament, and challenge run attempts, I found myself resetting if it didn't get a good starting hand, as this felt faster than playing a middling hand. I sometimes overdid it, and tried to force a semi-rare initial hand. (optimizing the fun out of the game).

P.S. Does the efficient achievement require being in challenge mode vs casual mode?

I respect the vibes, but I was pretty upset when I got blindsided by postage change prices for packages I pre-postaged in storage. 

HOUSES

Nice fun little game.

Noticed a bug? When you purchase buildings when paused, you gain one day of production, while the day counter doesn't go up.

This means, once you get up to ~ 40 units of total production, you can pause the game and keep building without risk of danger.

Just wrinkly enough. Completed game in 20 flips

Everything was perfectly clear, except how the next room is unlocked. I optimized the start, but kept getting stuck on the next buildings not becoming available.

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Nice game. Really enjoy the "hold back for better rewards" style upgrades.

Typo report: pop up for first new permit says 300 research points while other places it is 200.

Also, it got really laggy for me too, it persists even after a new permit, when you have high bonuses.

Very cute and well made.

Bug report:

In my current version, the tanks (green vehicles) don't seem to aim correctly.

Fight the swarm community · Created a new topic Feedback

A nice evolution of an old formula. Excellent basic design, and pacing.

Really enjoyed it, but not sure if it has longevity.


My feelings and experience of playing the game:

Being frustrated by how my ships were getting destroyed before realizing that there are different ship types.

Being frustrated by losing all my ships to an asteroid field 

Feeling good about figuring out all the ship types

Being frustrated by the alien swarm thing.

Being underwhelmed by the defense station

The nukes feel really nice.

Losing to the destroyer because I didn't understand how it worked, and I played a fast offense and had no missiles to defend against the initial meteor burst.

Doing a lot of busywork, moving ships around.

Winning by accumulating 1000 ships on the central planet before defeating the swarm.


Suggestions:

Make asteroids less punishing, more more explicitly dangerous.

Let people choose if a planet builds a defense station or missile base. Alternatively, certain planets are "defense station planets" and certain planets are "missile base planets"

The final boss appearing even if the swarm is not eliminated, and absorbing the remaining swarm. The timing can be dynamic/

Nice game, balance was much improved with the update.

surprisingly compelling with such a simple concept

Suggestions: 

  • an option to auto build factories
  • setting to more days per click should remain, instead of dropping back to 1 day

I got 4y 03m 18d (1570 days). Bottleneck was computer production. 

Thanks, this made da really real deal much more manageable.

Really enjoyed this game. There's something off about the math though. Often, at high worker counts, even though I have much more production in blue stuff than consumption (calculated via blue bar production / 4), my stores are stuck around 0.

Perfect length and final form *chef's kiss*

Would be neat if you can interact with the final pumpkin: assign squirrels to the pumpkin, which has a hungry hungry mouth.

Interesting dynamic. 

One recommendation is to have the units "earn mana" be visible: ex. a number popping up as they die, or just periodically blink to show mana production.

Otherwise, it's just guesswork if you're doing well or not.

I've played all the "progress / tower" games, and this one is one of the best made, balance and lore and "connectedness" are all well done.

My biggest gripe with this one is that item stats are really hard to read. Showing both the item stats and removed/recalculated stats in the same side panel makes it quite hard to see the actual item stats. The equipment UI needs a rework.

Overall fun little game. Cannon was interesting. The dice rolling animation is fun in the beginning, but it becomes tedious later, especially once you figure out a strategy (rolling cannons under 10 then firing maximizes expected value. )

An option/upgrade to roll dice instantly, would help a lot.

Haniwas and hyperweapons?

 ( ͡° ͜ʖ ͡°) 

sound design is really great. It would be awesome if it synched up with the music.

I think the bullets having multiple production stages is actually really cool. Instead of an upgrade that makes it 1-step, having an upgrade that automatically triggers each individual step would be better.

Really love the theme and basic design!

Same basic complaint as the other commenters: On my first character I had a farm setup that lasted too many years --- no more need to plan, and a grind to replant the same things every year. If there was a way to "replant" automatically every spring, it wouldn't be such a grind to plant x 15 times then next season x4.  I think the shrine having exponential buffing power is a little too strong, Alternative would be tweaking the balance so it's not possible without cross generation planning. Ex, shrines that remain in place grow in power, or the possibility of building more powerful shrines on top of boulders.