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BocikPG

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A member registered Feb 22, 2020 · View creator page →

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Power-ups are based on exp you gain by killing enemies - on bottom of the screen there is a probress bar - it’s blueish so it probably blend in with background hehe

Yea there are a lot of rough edges and sounds are one of them :D And probably should also make a native linux export next time oops

Thanks for the encourage words :3

Interesting idea of spin beeing the resource that you have to manage. Love the arena visuals - simple, but doing what it should. Gameplay screenshot on site would be nice :D on menu alone it’s hard to pick up that game :v

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Very intersting auto-batller! UI could be more user friendly - especially in buying stage: can’t really see what interacts with what, during battle it’s showed nicely with numbers. Clocking direction also could be shown better/on board it could disable text that isn’t active. Bonus points for many various gears, it’s effects and combo enablers! And a visual bug - after win and staring a new game, the board sprites aren’t cleaned, but it’s barelly and inconvinience :v

Entry level is quite high - quick time events window for charging is too short (in first level at least). During the gameplay sometimes it’s easy to get lost in this isometric perspective. But overall very cool take on bay-blade gameplay! One of the best in this jam I would say

I love the low-poly artstyle, specially for units. Roll animation is great. Enemy attacks are diverse which is cool, but overall it’s not my genre :v - can’t say I was bored tho

Love the mechanics. Sometimes it’s hard to see where I should go (especially up) but it’s fun anyway. Undo button would be cool addition

You brought me back to the Doodle Jump era. Random perks are huge game changer tho. And before I found out about double jumping where was places where I got stuck and couldn’t jump higher - my skill issue on that part tho xD

Very fun, polished expierience. Map generation takes a bit but it’s worth the wait. Aside of generation reasons I don’t see why you sticked to the grid tho :v

Love the art, and humor :3 Winning by rigging is the best

Yea the balance was hard to get right in time - in previous iteration enemies were too easy, what made upgrades worthless… More harder enemy types could also help (would allow for more push overs earlier) but again time :v Thanks for feedback :3