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Arcus von Sinus

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A member registered Mar 30, 2024 · View creator page →

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I completely agree with the praise from other comments, I will not repeat it here. 

I have one big annoyance - why o why do you not have something like "r to restart" in the tutorial? It allows you to lock yourself quite easily, and no indication that you did something wrong.

And one small annoyance, in the later levels, when you understand the mechanics, when I got an idea how to do it, I needed to kill myself repeatedly to try it. In most of the levels it was clear where to commit the suicide, so I needed to travel there (repeatedly) and it adds nothing to the gameplay. (In one of the levels that was actually a game mechanic (you need to keep access to something to kill yourself), which was nice. )

The idea of combining gloomy b/w depressed princes with vibrant animal minigames is lovely. The overall esthetics works nicely together.

I would like to have some point to the minigames. Highscore maybe? With the fish before understanding the controls it ended. With the ants the pheromone trails are brilliant. But again some goal would be nice. And as was mentioned in the other comment, I have no idea if the reincarnation is time based, or if I need to do something. 

I quite like the game. The game play is a bit repetitive, making a minute adjustments so you can just squeeze through, but I guess this is normal for this type of game. 

I do not thing I really understood the chaos mechanic. Do you want it as low as possible? As high? Both? Some sort of high-scores table could have made it more clear.

Glad to see I am not the only one double posting due to the itch interface :D

Thanks :-). 

Yeah, there were a lot of features planned and scrapped due to the time. As I mentioned in another reply, the original idea was for the enemies to sacrifice and destroy/disable some turrets. Maybe they could even calculate which tower would be best for them to destroy.

The idea of anti-defense is lovely. I really want more levels to enjoy :-).

It would also be nice to have the ability to replay some level, as I would be interested if other strategy would work as well, but not enough to play through all of the previous levels.

I love the main idea, the mechanic of leaving corpse to fulfil some purpose is really nice. The game could use a bit more polish, but the same is true for every other game, and is unavoidable in a 48-hour gamejam.

I have a feeling this game would be nice for speedrunners, there are lot of places to exploit. (In one place I got out of bounds without wanting to several times, and being on top out of bounds I could trigger the checkpoints.)  And there is the nice mechanic of "flight by reincarnation" :D. 

As was mentioned in the other comment, it is easy to miss a dialogue by accident. And if the person have nothing new to share, it just repeats the answer to the last question, so you need to click through that.

It would be nice to have the option to remove a connection on the murder board, especially one I made by accident since I did not know how to make the connection and I was randomly clicking to figure it out. 


It seems like a nice instance of the murder-mystery genre, but as I usually do not play games like this I cannot really judge it.

The main idea seems cool, but there are a lot of annoyances. As was mentioned the second wave looks unbeatable. And the first wave is trivial (at least with the choice of increased fire-rate). Therefore to even try to defeat the second wave you need to go through the "tutorial" of the first wave again.

I would also like the collisions to work better, I spend a lot of time around the base (circle/elipse), but the collision box is a square/rectangle. And it would be nice to have an indication when the secondary lasting-area-damage is ready.

I love the basic premise. Not enough people? Crusade! Not enough food? Crusade! Not enough wood? Guess what, crusade!

I don't know if I was lucky, but I found it quite easy. I don't know if starving is the only way how to die, but to have enough food seems to be not an issue.

It would be nice to have some explanation about how much food is needed, is it that each day one person eats one food? If so, then the ability to sacrifice them (and thus decreasing the required amount of food) makes it rather easy.

I would very much like to play the more polished version with perhaps more features (which is of course over the possibilities in a gamejam) :-) 

Thank you for the comment!

 I agree, there are plenty of (even low hanging) fruits to pick up, but I did not have enough time (and at the end energy) to implement them. The original idea was for the enemies to sacrifice and destroy/disable some turrets. Maybe they could even calculate which tower would be best for them to destroy.

The game obviously needs something to make the gameplay longer, either more levels, or some sort of puzzle mechanics - f.e. what is the least budget to survive X amount of enemies. And wanted it to be impossible to beat with the starting budget, so you would need to die and get more money, but apparently 100 is enough. 

Thank you for the kind words :-). 
I originally called the project T.B.D. - to be decided. Then I realized that obviously T stands for Tower and D for Defense.  I still don't know what does the B stand for, so B is to be decided. B.T.B.D. for short :-).