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Astrosaurus Games

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A member registered Apr 12, 2016 · View creator page →

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Wow, I love the aesthetic! Everything felt so cohesive musically and visually, it really helps you dial in to the experience as a player. I feel like the central gravity conceit has so much potential for falling block games, but I like that you twisted the premise to create this "one-and-done" puzzle experience with a defined end point. At first I was trying to isolate individual blocks and nudge them to the center, but then I realized I could swing these giant, crashing waves of blocks from one corner to the other and swarm the center goal, and that felt super, super satisfying. 

Oh wow, that's so neat... it reminds me a little bit of falling sand games, actually! No imposed goal, just a Puyo Puyo power fantasy where you get to build gigantic towers just to see them fall apart. It's interesting that this could never work with Tetris mechanics, or at least not at this same "infinite" scale - it's just a great big ridiculous testament to Puyo's unique flavour of falling blocks. 

This game rules! It really just kept growing on me the more and more I played it. The deck-builder conceit of only having a defined number of blocks to use per round really encourages more aggressive and messy play, whereas in traditional Tetris you have the time and space to play more patiently since you only have to worry about the eventual "overflow" at the top. Then the whole thing is spiced with that layer of gradual discovery and figuring out what each block does and what a "delete" even is! The cascading scoring effect is also really pleasing in a brain buzzy way. Super classy, super classic.

One thing I was surprised by is that when I first started playing and was learning to grasp the rogue-ish / run-based elements is that the concept of Tetris with non-traditional, non-tetromino pieces thrown in is actually pretty compelling all by itself. 

Ooh, this game is so good! I love how it shoves you right into the deep end and forces you to plan combos out a step or two in advance from the very beginning. The three-block and swap systems strikes a great balance between forcing your hand to make the worst of a difficult situation and giving you just enough latitude or control to manage the chaos. I felt like I kept stepping on my own toes but I was laughing through the pain, if that makes sense? Just daydreaming and watching the balloons float up as my plan comes together and being utterly oblivious to the next balloons that will completely blow that plan up. Using the birds as this unpredictable and exciting lifeline is such a sweet touch, too!

I loved it! So satisfying, such juicy sound design, and the act of pulling a jelly through the swarm as it squashes and squeezes felt exactly right. It also has the classic colour-math/block puzzler element of being able to plan a move or two ahead and feel like a total genius. Also, any puzzle game that lets you use matched blocks to "attack" a target gives me the Meteos vibes I'm always chasing. 

Ooh thats a great question! I had patched the Wii U version to add multiplayer and a randomized level mode, so I added those to the PC/Mac version along with a slew of other smaller tweaks and changes…

  • Added control stick support for movement 
  • Added introduction/control screen 
  • Added visual effects (screenshake, added animation, “improved” enemy art and backgrounds, outlines)
  • Adjusted enemy behaviours and parameters
  • Completely reworked one of the secret characters 
  • Adjusted platforming physics and hitboxes 

Overall, I am hoping it added up to a smoother and more playable package! 

https://astrosaurus-games.itch.io/central-fugitive

https://astrosaurus-games.itch.io/trainbow

https://astrosaurus-games.itch.io/collateral-thinking-dx

Okay so I just checked it out - when you download the zip file and first open up there are three options: a win32 folder, a win64 folder, and an application called WindowsIconUpdater. The WindowsIconUpdater literally just updates the game file icons - not really sure why it's there!

To access the game itself, just click on either the win32 (for 32-bit processors) or win64 folder (for 64-bit processors) and then within the folder there should be an executable file or application called TRAINBOW. You will probably be prompted to extract all of the files from the zip, which you should do! Then go into the unzipped folder again, click on the TRAINBOW application, and the game should load up no problem!

Thanks for your patience and please enjoy!  Let me know what you think.

Oh no! That is very strange, sorry about that. I will investigate and post an updated build as soon as possible! 

https://astrosaurus-games.itch.io/trainbow

https://astrosaurus-games.itch.io/collateral-thinking-dx

Thanks for the feedback (and especially the video inclusion) guys! It definitely needs some tweaking and refining, no doubt.

Sorry the spell mechanic wasn't working for you, Jupiter_Hadley! You tried pressing X to cast spells and using the Down arrow key to cycle through spells?