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Arstotzk

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A member registered Feb 20, 2024 · View creator page →

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I liked it! Game visuals are good. I completed it on my first try as the knight, though the early levels felt too easy for me. The field system is cool, but I wish there was more interaction with it, there are cards that reveal enemies, but none that show traps. It often happened that I could choose an interesting book, but since I didn’t have a weapon, I had to take one instead.

In terms of strategy, it seemed much more beneficial to clear each level rather than rushing to open the door and move to the next floor. I think it would be interesting to have gameplay where, instead of killing enemies, you try to sneak past them (maybe a separate class for this?).

Also, at first, it wasn’t clear that food and armor cards just need to be clicked rather than dragged onto the character. I lost a few cards because of this, I thought it was a bug.

In my opinion, the relics in the game have very weak affordance. For example, the very first item, the pickaxe—it’s completely unclear that it reduces hunger. If you look at "Slay the Spire", the purpose of relics is much clearer there. Yes, it’s hard to guess what an item does without a description, but after reading it, you think, 'Oh yeah, the way the item looks is connected to its effect,' which makes the description easier to remember.

I hope my feedback helps make your game better.

I'm glad you were able to beat the game! The fourth icon, you got it right, the ember sacrifices itself to refuel the fire. Regarding the hint about changing the ember type and the statistics at the end of the game—I agree. I'll add it in the next update

Hi! You can click on the ember and change its specialty from a gatherer to a warrior

Cool! The mechanics are interesting with the characters positions being rearranged. The boss had too much of a difficulty spike for me, he killed me in two turns. Before that, there were no problems with regular enemies.
The UI hints in the tutorial go a bit over the enemies UI.

Cool game, I liked the management of numbers/figures. The ambient in the background is calming, caught the vibe. I would give more time stop when a new rule comes out after the fifth day. I had a situation where in one pen 5 numbers were eaten at once after the time stop, I just didn't have time to move them.

Decided to interpret the jam limitation so that the player himself tries to understand the rules of the game, so at first it may not be clear. 

Thanks for the art!

Cool game, interesting rules turned out. I especially liked switching the movement to the mouse. The brain breaks a little from this, when you have already gotten used to one control, it's cool.

Why the camera in the web version does not work I do not know, I did not make the game on Godot, only on Unity. But I see the mouse cursor on the screen, perhaps somehow connected with the focus window on the game, maybe there is some setting in Godot.

Cool game, I liked it. The impact of blows is cool, animations are good. It seems to me that it is easier to play for a pink character than for a red one. It is strange, it turns out that the difficulty of the game has decreased for me over time. And intuitively it seemed that the octopus projectiles can be reflected back at them with a blow, but it turned out that it is impossible :С

Fun game, I managed to hold out for 11 days. The way the music builds tension is just awesome. Visually, everything is cool too. The limitation is played out cool, but I would like more  limitations in the game world than input  limitations.

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Cool game, I liked the mechanics of moving to the other side. But this place on the screenshot is very difficult. The character has inertia, and the place for moving to the other side is just the size of the character. Died there about 20 times



I tried it again and reach 5 place on new rules c:

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It's interesting that some people didn't like this mechanic, but I liked the knockback mechanic. You can use several tactics, lean against the wall and pour water, or pour in a circle into different fire sources.

The concept is interesting, but there are no sounds. I still haven't figured out how to defeat the goblin through his game. In the end, I took the easy way out and just killed him. When he suggests playing again, the menu freezes and you can't select anything. And for some reason, you can't move the camera in the web version.

It was cool, I got 30,000 at most. How did you choose the name of the game? It's just that in Russian it's pronounced "Boloto" as swamp :D

It seems that it is very rare, I didn't see a single one in 10 minutes of playing :с

Cool game, I liked the character physics.

Very good puzzle. It's amazing how such simple conditions for animals resulted in such varied and interesting levels, it's really cool.

Cool game, I liked how it breaks, someone forgot to blow out the cartridge. I just didn't understand, when an error occurs is it the end of the game or not?

Cool game, I liked the twist at level 8. After it, the levels were really cool. I like how the rules change at the levels. I wish the controls were better, for example, holding down the button to move, it took a long time to go through long sections. And as I understand it, everything is done on trigger colliders, there was a moment when the character went through spikes, they activated behind him, and for some reason they touched him.

Cool game. Pixel art is good. On the second level there was a bug that the character flew through the upper platform, I thought it was a trick on purpose, and tried to find another way. But it turned out to be a bug. On the third level I did not understand how to get through it after getting the hat, to the left and up - spikes, if you move to the left there is only a path down and up and there are also spikes. And the animation is too long when restarting the level, I think the goal should be shown only once, at the first start of the level.

Awesome game, looks cool. Impact is really felt from the hits. Each type of hit is needed in certain situations, which is cool. I got to 20885 points, but still did not understand how to make many balls like in the gif on the game page

Cool game, good art and sounds. At first it was not clear how to play until I read the description. The game seemed easy to me, maybe if the enemy shot according to time, and not after the player shot, it would be more interesting. It would be necessary to shoot faster so that you do not get hit. And because the player is in a hurry, he could make mistakes (just like in a duel)

Oh, I didn't understand that it turns out that the shaman can be moved to another place. I tried again, the comment about attacking immediately after moving the enemies forward now makes no sense, because you can move to a place where there are no enemies.

Yes, the game launched. The art is beautiful, but it really needs polishing. Is the fishing mechanic implemented? I think I collected branches with a rope, but I couldn't make a fishing rod

Looks really cool, but lacks impact from hits, sounds, animations.

Good game. I liked the mechanics with the rules. But I think you need to divide them into categories when choosing a rule: I got two rules for defeat and one for victory. These are essentially two debuffs and one buff, naturally I will choose the rule for victory, a choice without a choice. There is also one point, I think if the enemy comes out of the back row, then he should not attack right away. Because this way the enemy comes out to the shaman, and there is no way to defend himself. The atmosphere turned out cool, the music and sounds are cool. The effects when placing cards are also cool.

Cool game. I liked the mechanics of generating the next level, it's cool that one of the parameters is in 'question'. But the generation needs to be fixed, it generated an impassable level:

Cool game, I liked the shooting mechanics. The visuals are beautiful and the music and sounds are good. But the dodge mechanics are strange, the dodge window seems too small. And I would like the character to dash during the dodge, and not stand still. The effect when dodging is cool. But there is a problem with two shooters, when you dodge one shot, you are immediately caught by the second.

Only the main menu loads for me. The start button doesn't work :С Maybe you can make a web version?

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Great game with cool graphics and atmosphere. I wish there was some kind of goal system - like growing a special tree that requires specific plants around it. Got a bit confused by the tree-icon plants requirements, planted them near trees but didn't get the checkmark. There's also a grass spreading bug where it can overgrow other plants. The getting new seed animation feels too long in my opinion.

"???" refers to the 4 artifacts needed for the good ending

I really enjoyed it. The story about a fake god is hilarious, and the god character itself is pretty funny too. The ending with assembling the statue was interesting, though it felt slightly underwhelming. I kinda wanted that god on the right to literally burst out of the UI with some silly sound effect. Movement feels a bit off though - like your character keeps snagging on things and slowing down randomly.

Really cool game! I enjoyed it and will definitely play more in local multiplayer with a friend later. The unit with AoE attack felt overpowered compared to other units.

Fun game, basically balatro but with dice. The rules feel a bit unfair sometimes (full house or four of a kind) when those combinations just never roll. Needs more reroll attempts. Also really missing some upgrades like more dice, extra rerolls, or unique abilities (like flipping a die to a specific side after rerolling). Still, it's really enjoyable to play - great visuals, and the sound/music are good. Solid work overall!

Great game with fun minigames. That 180-degree flip minigame keeps catching me by surprise!

The story seemed interesting, and the visuals are cool. I think I encountered some kind of bug. After eating the leaf and moving to the upper location, I kept getting thrown back to the very first area of the game. Couldn't progress further. Also, the music loop feels too short to me, the melody literally got stuck in my head.

That was fun! The rules are hilarious and absurd. I actually giggled when I got penalty for a 'lunch break'. There are lots of rules though, I'd prefer if the game kept the rule list visible on the next day. Great job overall!

It's sad that I couldn't balance it properly. I wanted the end of the game to be on the egde of survival. Tell me, was it clear that the embers consume fuel just like the bonfire? The idea was that you need to sacrifice some embers to reduce fuel consumption and survive the last minute