The boxes are meant to emulate IRL bead boxes, theyre for sorting and storage, although currently you dont really need them haha
bionicnecromancer
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This is a really fun way to do the looping spells gimmick, im a big fan of the hands on the screen, feels very void collector-y. The spells swapping is a little buggy, but other than that its a very well executed concept, im especially a fan of how the spells are both used to solve puzzles in the enviroment and as combat tools.
I would have loved to get another attack of some kind, although i might have just missed it.
I like the premise here a lot, im a fan of how the ghost pattern essentially "forces" you to use the next music loop to survive the volume of ghosts. i do think some polish could do this game good though, specifically some indicator of when exactly the beats are visually would be very nice (and it would also make the game accessible for people who are hard of hearing ;b)
Art-wise aside from the assets being a little basic i do think the art direction itself could be a little better, right now its all a bit disconnected, id like to see a specific style of music played, with a connected visual style, such as having a minimalistic tron-esque art style with electronic music for example, although the enviroment switching IS very charming.
This is a very strong game conceptually, the clay pot turning from new clay to fired clay after "death" is a REALLY good visual signal, it makes the "dead" pots blend in with the enviroment, and also makes perfect sense for the theme.
The only gripes i really have with the game is that the jump you have is barely able to get on top of the old pots, and that theres no way to destroy pots that are in the way. Maybe your pot could do a ground slam? that way you could maybe also fill up gaps with pottery shards? idk.
The art style is adorable and i love the physicality of actually moving the ladle around, but theres a few things in the execution that i would tweak to make the gameplay flow smoother, the ladle and ingredients dont have very forgiving hitboxes, so they can be hard to grab with the mouse, but more importantly the ladle dissapearing the moment people show up incentivizes you to ignore the text and just press one of the buttons to get your ladle back, id suggest only removing the ladle when the text is finished.
Aside from that, the actual physical hecticness of grabbing stuff and having to keep the ladle going is very fun, maybe theres a better way to handle the ingredients though, so its a little less stilted, maybe theyre falling from the top instead?
Im a big fan of the references youve added, even though theyre memey they fit the enviroment so they dont feel out of place if someone doesnt get them.
This game has a really strong style to it, with the spiralling daggers, masks, etc is all very unique in how it presents itself, very cool.
The jumping dagger mechanic is a little unintuitive, since theres no feedback, considering the daggers stay in the ground, maybe the grounded daggers should work as boosts when you walk over them instead? Or make it a much more noticeable thing, like the dash-jump in ultrakill.
I love the premise of deliberately trying to make loopholes here, but i feel like the execution doesnt make full use of the premise. I would have liked to have been able to see the various synergies in some sort of enviroment and discover loopholes that way, rather than just intuiting it from text, since that distances the actual puzzles from the premise of "discovering loopholes".
Some of the loopholes didnt really feel like loopholes as well, but rather more like just powerful combos, and the combination of "poison on crit + status effects can crit + enemies get closer on crit" really should have been a valid loophole imho.
The art is really good though, i love the designs for the rings, the story itself is also a fun take on the loophole idea.
This is a really compelling puzzle game, very nice spatially, especially the first half of the levels really get into that niche of "i know what i need to do but i cant get there exactly" which is ideal for me.
The freeze and reverse buttons felt a little out of place for me though, considering theyre level-by-level maybe they should be shaped more like as a part of the level? or alternatively they could be special types of wheels, like the deactivated wheels. That would mean that you could make levels easier by streamlining which options players could take, or make levels harder by deliberately making some wheels not freezable or reversible, just a thought.
Id love to see a further take on this concept, maybe something more like the witness would be appropriate for having the flat puzzles and also having room for the story? (literally)
This is a very interesting game, i like the concept here a lot, and the art is amazing, but i think the part i like most is how physical a lot of this game feels. Your bullets become physical balls in the sky, the buttons need to be shot, and the sky moving in time with the revolver makes the entire thing feel like a massive machine of some sort, its very cool.
One issue i had is that the buttons were a little hard to press, which didnt help with the timer.
This is very cool game, i love it a ton.
Its really fun to see someone else doing the "looping arsenal" kinda deal, especially with the same premise of customizing it.
The mana bar is something i might want to adapt for our own game, just because it allows for more variety in spells, definitely something to think about, so thanks for the inspiration!
The actual customizing feels a little wonky, it would be nice if the backpack auto-opened after making a choice, also making it so its easier to place spells in a specific place would be nice, currently its a lot of swapping spells around imho.
The movement and shooting feel very clean, all the enemies are striking and have interesting behaviours, no notes lol
Other than that the art style for this is great, i love the very fluffy look everything has, fancy fairy is my fav spell.
This is a very enjoyable game, but id love some sort of control over the movement, maybe different paths or (collecting) different dice? if thats against the vision then having the rolling be automatic might be interesting, putting the emphasis far more on the cards and card variety.
The art and music is very clean, although i would have liked to see different backgrounds rather than the white nothing for the different "levels", other than that its very solid, i love the little hopping animation of the character.
Im a big fan of tower defense games and this is definitely a fun take on the genre, l like the premise of reshaping the conveyor a lot, but i found that it wasnt super useful for most maps.
When enemies complete the loop i dont think they give you the materials, which means that can lead to a cycle of losing from not having enough materials to build towers with.
Id love to see a more fleshed out version of this game tbh.
I love this twist on the clicker game formula, im a big fan of the strategy and thought neccesary, however, i feel like due to the extra strategy, the prices get exorbitant, especially for the last two particles, maybe if, say, destroying antiparticles with the happy particle gave energy it would feel better?
Aside from that the music is a bit obnoxious, but the art style is really fun, im very much a fan of the cute particles especially, feels very nubbys number factory-esque.
This is a really fun game, i love the implementation of both the loop in the combat and the looping planets, the visuals are very cool as well. I wish there were more moving or other meta-loop style characters though, much like how , say, backpack hero has a number of moving or dynamic items.
Im a big fan of the music choices, even though the planets dont look too different from eachother it still makes them feel distinct, and like theres an escalating threat.
The bugs in the audience are very cute, i like the basic idea of having to navigate a bunch of loops with a group of characters that represent your health pool, but the current game is pretty short and doesnt really provide much challenge unfortunately.
On a specific note i think this type of game would benefit from a more stationary and distant camera maybe
Really fun artstyle here, the gameplay is very soothing but for some reason the last weapon never dropped a box for me? that mightve been cause i accidentally pressed on the bed twice, causing it to skip a day.
couldnt get all 1000 flowers down, but even then this was a very soothing game, also the last flower to grow in the tutorial made me laugh.
i love the 6-point rating system, and the fact each side of it had a different font, im still confused on why slugs had any amount of Leg points though.
Also in general the visuals here are top-notch, the lil details like the pen moving with or the sound slider also being all scribbly really makes the aesthetic.
The gameplay itself is very fun, although i would have loved something to spend the money on, maybe upgrades or funny cosmetics?
I really like this concept, its a neat take on the idea, i like the dash mechanic a lot, its a good tool in that you can use it to attack or evade, but attacking brings you some risk, its a good tactical tool, very fun to pull off moves with it.
The art-style is also very polished and clean, im a sucker for angel aesthetics and this fits right in.
Im a little bummed out about some of the mechanics, though. The base movement speed is a little slow, and the dash only goes in 4 directions. Besides that having the different dashes be options between levels is a missed opportunity, it wouldve most been more fun for me if the dash options were part of the inherent moveset of the character, like having the long/short dash be dependent on how long you hold the dash button.
All in all leaning into the more arcade-y skill-based elements mightve been fun, and then perhaps using the orbs for choosing between upgrades rather than swapping dashes? something like that might be interesting.
The background showing the previous levels of the tower as you rise up it is a very clever take on the idea, it wasnt specifically clear to me that you were moving up rather than the circle in the center shrinking, so maybe having a "zoom out" effect could be a nice little touch? Even still it gives a really fun sense of progression as you go along.
The enemies i saw were also very well-designed, working well with the central dash mechanic and requiring that risk-reward. It reminds me a bit of hyper demon, design-wise.
Id love to see what other ideas you have for enemies if you keep working on the game. :>
Very nice game, i like the concept here a lot, and the execution and style is very well-polished, but i wish there was more of a cohesive connection to the theme than just the musical parts, even something small like how big each food bowl was mightve made it feel a lot more like something that was heavily thought-through and iterated on.
Aside from that, the theming is very cute and charming, i especially like the logo, its very snazzy :>
This is a really fun and creative take on both the theme and on tower defense games in general.
I love the artstyle used here, its simple but very evocative.
One thing i did notice is that some of the germs are very unbalanced, especially the ones that spread themselves, specifically the worms were basically essential to winning every time, id suggest making every spreading germ relatively weak, so theres a bit of an element cycle going on with weak spreading germs < single powerful ones < gimmicky germs/thorns.
This is adorable.
Aside from that, i love the theming and concept here, also of course a fellow gnome game is always appreciated haha.
I do think the actual gameplay could be polished a little more though, it was a bit tedious to actually look through the little scenes, in part because theres not too much in them but also because the camera control is pretty slow.
All in all a very relaxing game though, the sound design and art direction is very fitting for a cute concept like this!
Its an interesting concept that you can upgrade the scale of all your abilities essentially, but i wouldve loved to see the concept be pushed further, like, rather than use 5% or so, go with something extremer like doubling, or think about what sort of abilities could especially benefit from an increase in scale, like a bouncing laser that gets longer?
As-is the game does have a good gamefeel, and im a sucker for a dodge roll :b