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borggrown

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A member registered Dec 05, 2024 · View creator page →

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very cute and relaxing! really appreciate the art, and also the end animation. also super easy to pickup. a little tip for the future - consider playing around with gravity when making platformers. sometimes stronger gravity (and stronger jumps) make it feel more responsive
there also seems to be a bug when you jump while harvesting - the worm can disappear without giving you scrap. though I managed to restart and avoid it again :)

damn, I'm sorry about your experience! tbh I struggle with the button pad myself (the keys in the corner show when its clickable). the blocks were likely red because you've accidentally pressed and placed the first block somewhere - so the 2nd one was red because it had to be attached to the first.


I really appreciate you trying despite the issues, and hope you give it another try once I fix things up!
 

very interesting concept - like others, I'm surprised to see a dialog based game. it does feel like there is a lot of depth via dialog choices and calls to action (not sure how they are called), though I did struggle to understand of the impact of my choices. definitely one of the most unique games in this jam!

hey, thank you for your comments!
not sure what exactly you mean by physics based - but it is using voxels (and you can even see different densities of different materials resulting in different destruction). I know the feel of drilling and mining is not where I'd like it to be, which is likely where you are coming from.

And your suggestion is in line with what I have in mind but didn't make in time for the jam, so I hope you give it another try in the future!
Thanks again!

nice to see an idle game! the UI looked familiar and then I realized I've played your games before. was going to say I'd love to see more, but then I realized it's already on mobile so will check that out instead
the art and the way it interacts with the gameplay is especially cool

great execution! it's so polished, (mostly) easy to understand and very cool details like the shop animation. the only small feedback is that sometimes getting the character to move with enemies around was a bit frustrating. 
it does feel like there is a lot of potential for depth, so I'd be curious to see more if you decide to pursue that!

very cute idea! took me a few attempts to figure out what to do and how often to press the buttons, which isn't a hard thing to fix. the music is done very well and getting it right for the first time def made me smile

thank you for giving it a try, and I'm sorry the building wasn't as straightforward - I hope you give it another try once I polish it more

I think I'm a little too confused by the UI to understand the full potential of this game, yet the orbital matching gameplay feels like the fun part of KSP compressed into a tiny package - very well done!

thank you for your kind words! the terrain holes were actually a unity bug in webgl, which I couldn't figure out in time

thank you! appreciate you calling the idea beautiful

very cool - was confused why nothing happened on objectives until I read your comment.  it's an interesting loop and plays very smooth. the camera was a bit jerky, but that sounds like a very easy fix

thanks for playing! It does passive damage to enemies around the tower

(1 edit)

hey, thank you for playing - totally fair critique!

for context, this is a submission for a jam made in 2 weeks, and I agree there are plenty of things to improve, but sadly I can't change them in the next two weeks due to the jam rules

> Am I missing something

one thing that isn't clear in the game is how the liquid rate is calculated - it's log10(knowledge/penalty) - so the more knowledge you have, the faster you gain liquid. secrets also speed up liquid by 10% each, but they are meant to be the end of the game.

you could also manually increase amplifier right before a maze completion, even though the liquid rate is temporarily negative


either way, thank you and very valid feedback - I'll tweak the balance and descriptions as soon as I can, but it won't be for a bit

thanks for playing, and thank you for the feedback! 

> wasn't very well balanced

I 100% agree

> only very poor options for increasing the rate of knowledge gain

Part 2 is both underpowered and poorly communicated. Liquid rate per second = `log10(knowledge / 100) * (1 + 0.1*secret)` - so my goal was having players balance gaining knowledge via amplifiers, then removing amps to gain more liquid knowledge to spend on upgrades. I wonder if knowing that would've made a difference to your playstyle and be less tedious.

> felt tacked on to extend the length 
> Would have been cool to see an expansion on the maze stuff

I really appreciate you saying this, and I really feel bad that the game made you feel this in the first place as that wasn't my intention.

Originally I wanted a multi-layer game, where a basic maze was the 1st layer and secrets were the 2nd (and a potential third). Then I got this 3D maze idea, which felt like something unique worth making - and I ended up spending way too much time on it, which led to two consequences: 1) I lost complete sense of how fun or not fun the maze is, and 2) there was not much time for other layers. 

I started to question whether the maze is fun on it's own, especially as you get automation - there is not much to do. It is an Upgrade puzzle, but it's not that complicated of a puzzle. But then making a 2nd layer that completely moves on from the maze felt silly, wasteful, and disconnected. So I decided to pivot - make a 2nd layer that interacts with the first layer. The goal of the amplifier was to add a new resource that you balance with the maze output, while still upgrading the maze. It felt like a good compromise since you still engage with the maze yet dealing with a "harder" puzzle (expect the bad pacing of upgrades and perhaps some underpowered upgrades)

But clearly, I failed. This is the 2nd feedback I'm getting that Maze is actually fun despite my believes and that the 2nd part feels not as engaging. I do wonder if you still would have felt this way if the pacing was a bit more balanced.

Thanks again for sharing your thoughts!

thank you, fixed now!

once you get scissors upgrade, the strategy is to click on paper, rather than just random - but you are right that's still just a clicking game. I had a few other ideas to both spice up the strategies and make it more idle, but the time was the ultimate limit :)

Thank you both for playing :)

same here