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Ben

151
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1
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20
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A member registered Feb 27, 2016 · View creator page →

Creator of

Recent community posts

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Love this game.  I feel like it should be called "Scrongle" Haha

it took me a long time to realize that the game is over when you run out of cards

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I think I've seen it on one other game a long time ago, but it's working on the other fullscreen game i had handy in my downloads folder (unity based)

ill give obs a try tomorrow

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Here's my gameplay from my 10th run or so.  I recommend finding first timers to watch playing your game and iterating so it can be less overwhelming

Ah damn, my screen recorder shareX can't capture the game, it's just freezing on the start screen

Okay, super charming art - some feedback about the game's balance

Game is wayyy too hard starting out.  The tutorial shouldn't auto disappear in 2 seconds.  There's just too many enemy types, pick ups, and interaction events, too soon. I died about 6 times before reaching the first tower, and I don't feel like I have adequate time to take in all the new concepts.  On the bright side, you have a lot of content to stretch out, it just really needs to be introduced one at a time rather than all at once.

Pretty interesting pop out browser embed thing, shame about the lag spikes.  I'm already enchanted with the art so I'll download it and try it out for real

Feels great even in browser!  The dodge roll is so satisfying.  I died to the ice boss, I think the ice projectiles don't contrast the background enough personally. 

lol omg

This is awesome!  I didn't realize what I was getting into but I really enjoyed the game loop, I had no idea it was a part of luck-be-a-landlord type progression until the first boss challenged me.  I gotta try out the other builds now, pink seems fun

I feel like I must have commented on this before.  It's so god damn good, I've played the HELL out of the demo, can't wait for the full release!

selection

I love the art update!  The coins add nice flavour, but are super annoying when they block dragging the cards into the drop zones, you should disable the colliders when you're dragging a card

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I feel like it might be a bug- but every one of the controls feel like there's a layer of molasses between my keypress and the game response.  I'm constantly fighting with the character controller, over-shooting or under shooting where I want to be.  Even opening the menus, viewing the build options etc. I'm on Windows with keyboard btw. 


It's such a cool concept but it's just such a chore to play in it's current state

strategy

Hahaha this rocks I just wanted more of it fun game :)

Just found this from your github page and I think its 😎 Very cool

Yep it was a browser issue don't mind me.  Awesome game btw!

This looks very cool, I'm downloading now, FYI its showing up as black screen for me on web but I hear sounds

this is incredible! had no idea what I was in for when I clicked on it

done quite a few runs now, very satisfying trying out the different builds.

Hit a crash after finishing the beach boss seagull

___________________________________________

############################################################################################

FATAL ERROR in

action number 1

of  Step Event0

for object oDeck:

local variable l_rewardlist(100001, -2147483648) not set before reading it.

at gml_Script_scrGetBossRewardList

############################################################################################

--------------------------------------------------------------------------------------------

stack frame is

gml_Script_scrGetBossRewardList (line -1)

gml_Script_scrLevelWonLogic

gml_Object_oDeck_Step_0

Found a bug on the exe version 0.4.2.   I beat all difficulties, then went back and beat difficulty 2- it said "difficulty 3 unlocked" in the reward screen, but then reset my coins and all my unlocks, and made me do tutorial again.

Really enjoyed the game btw :)

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more notes 4 u

clover says it has a 75% drop rate for rainbows and I dont believe it, rainbow doesnt say the rate- it also doesn't mention it has to be in the "chain" with the rainbow in tooltip

the max spawn count makes sense!  I think it could be a cool gameplay consideration to show the percentage of spawn count usage, or just when you get near it?  Kind of a fun ego thing to pass it up with your build too

In my experience the bouncers tend to ricochet off the post and bounce out more often than not, maybe the collider could shrink a tiny bit or get phasing for a moment to make it slightly more effective

obv still loving this game a lot keep it up :D

bonus note: i wish pig stopped eating coins or gave a bonus after 30. its still a good piece but feels bad. 

super bonus: the term "in the chain" is confusing due to the top feed  showing a single line of events all pointing to each other like a chain.  Maybe a system for explaining keywords or just a sheet of definitions could be an easy stop gap for this confusion.   

UPDATE HYPE

note: bowguette tooltip doesnt say it kills ball to fire a ballguette

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SO GOOD- way too fun.  Learning process was fun, I enjoyed figuring out how to avoid certain pitfalls.  After 5 runs or so I'm getting like 10x currency i need for tax regularly so looking forward to ascensions and stuff.

My current strategies rely mostly on triggering spawn chains with brooms -> chickens -> obregenes, and then trigger whatever high value stuff I can find.  I don't think I understand how the whale works but it's been giving me like a hundred thousand coins in the end game

Really coool gameI should go to bed lol

Fun concept! I like the balance of # of op dice and # of demons would like to see more challenge / levels. great jam game

could have the boss scale in damage, increase attack rate, and let you buff your spells over time roguelite style

Nice game! I'd have made the npcs not collide with the player, the player / enemy bullets different colors, and the coins appear beneath the zombies and players,  the raw number of them obscures everything- no lag though :D

if he makes over a million dollars on this he is screwed

Love the interface, looks and sounds great!  Got stuck around 13, nice concept, was cool to see the equation in the top left though I mostly just fiddled around to fit anyway.

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All my wishes have come true!  Haha so much better, way easier to focus on the core game now

I currently have two points of confusion, the first is whether or not I have a deck or if I'm just drawing random cards from the pool; I'd guess not since there's no deck counter, but the idea of selling / buying cards makes it feel like I should be keeping the cards after I play them?  A bit unclear to me

Second is idk what determines when you draw houses- is it another timer? And after you get four of each tile, is there anything to stop you from just selling everything you can't use until you draw the four houses?

+ Minor things: I'd like to see is a timer on the card draw like on the shop. 

The card text definitely needs to be a bit bigger

Cool game! I like the aspect of managing space as a resource, and making you have enough biome tiles to fit the cities.

A couple areas for improvement: 

the first couple minutes of gameplay really suck because you're trying to read all these cards abilities while the clock is ticking, and because the cards unhighlight when a new card appears cause they get shoved to the left lol

Having to click into the shop to see the options makes me forget to ever check, I'd prefer to be able to at least see what options are available.

It's not clear what spells are to me at a glance vs tokens vs tiles, figured it out towards the end of the game.

>>I hate edge pan let me disable and / or use right click drag to pan!

Looking forward to updates :)

Nice update! I didn't realize what project this was even though I'm subscribed, I'd recommend making the thumbnail a close up screenshot or something that shows the main game mechanic rather than the "4tons" text banner which doesn't tell me anything.  "Wandcrafting Roguelite" I'd think would generate some interest but the thumbnail doesn't convey that concept. 

 It's 'F' to go through the portal now, but it's one of the few actions that doesn't have a text helper yet, the text on the other actions was a great addition

Love the improvements keep it up!

How do I see how often the conservatory refortifies it's chemicals?

the QUIT button is in a VERY unfortunate location, cool game though!

Really fun demo!  won with bullets, zapper, mines, -not sword.  very fun loop

in the mine build it got a bit tedious having to place a mine every second, because if I miss-timed the "q" it wouldnt register and i'd have to re-click.  I think forgiving "coyote-time" would be a nice quality of life feature here, where if you click "q" while its on cooldown it should still register at least within ~.3s of it being ready


you must buy them to make them go away, or ignore i usually ignore

woah i love it i want a full version :D

this is great im gonna finally get good at calculating my scores on board game night

woooo 44 that's gotta be some kinda record

would be nice to see the dmg of enemies, for the ranger especially since i have no idea how much constitution it would take to survive a hit once I'm already glass cannoned up