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blastron

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A member registered Feb 02, 2017 · View creator page →

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Thanks! I did some in-person playtesting with some other puzzle game friends and agree that there's a lot that could be made more intuitive. A ghost piece would definitely help show the first-order effects, and the art could be _significantly_ clarified to show what the properties on each piece are in order to hopefully make understanding the second-order effects easier.

The horizontal piece thing is something I was toying around with. The idea is that hard dropping a piece does its smashing effect along the axis of the piece, so if you wanted to smash things horizontally, you'd drop the piece horizontally. In practice, I'm not sure how useful that actually wound up being, so it's definitely going to be revisited if I wind up doing another pass on it.

For a game that is explicitly not very rushed, it's not very rushed at all!

This is really, really, frustratingly hard, but I like how each shitty relative has their own pattern that you have to fly through.

This is great! Glad to see you're doing game jams, the hardest thing to do when making a game is actually finishing it, and game jams are a great way to build that habit.