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Carson_23

65
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A member registered Jun 06, 2020 · View creator page →

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Yeah…we only found out about this after the submission period unfortunately. Glad you enjoyed it!

Haha, the hard part is not getting stuck in the corner

Dang that's unfortunate, I have a newer version with many features such as a sandbox editor, shop system after a few rounds, and an inventory you use as you go. Also a few more tile "mechanics" have been added. I'll need to iron out bugs and post it sometime in the future. This is a huge help as I probably would've missed it. 

Thanks for the feedback and for playing!

Thanks for playing! 

Thanks for playing!

Thanks for playing!

Thanks for the response! And for the fix! I figured both nodes were the same and it was an odd Godot quirk. Next time I’ll be sure to use AudioStreamPlayer since I imagine it’s annoying with just one ear. 

Thanks for playing!!

Yeah it seems a few people have a hard time spotting the enemies. For a future change I may add a few new colors to the palette so I can have more flexibility. Thanks for the critique!

Thanks for playing!

(1 edit)

Probably some of the scariest art I've seen. Fits the unusual theme perfectly. Very polished and interesting idea! Part of my time was spent checking out the kaleidoscope wondering how it was created. (Nvm I found the comment below)

Haha! it does get stressful at times. Glad you enjoyed it!

Great art style and gameplay! Thanks for the submission!

Very unique idea and super fun! It would be neat for a future release to have copy and paste controls or maybe a scroll input to change dice numbers. A simple select tool with arrow keys to change everything selected would be amazing.

I like the simple art style! A basic idea executed well.

Atmosphere and graphics work well together! Unfortunately, I wasn't able to play because the web window did not have a mouse lock and fullscreen didn't expand to my screen size. Thanks for the submission!

I think the glyphs would really benefit from a grid snap or a highlight to help guide you where to place them. I like the idea but I think the mechanic is too difficult to execute. Art was great!

loved the mechanic and concept. The art and music fit together well. 

beautifully polished. Really loved the art style and the puzzles were engaging. 

Thanks for playing! I could've fixed this easily by setting the min bullet speed to the enemy movement speed, but I was focused on balancing the difficulty in the final stretch. 

Thanks for playing!

Yeah, I had to slow things down to account for two screens at once. The text messages are probably my favorite thing about the game. Thanks for playing!

Haha yeah! I balanced it to end when you got all upgrades. Thanks for playing! Glad you enjoyed it! 

Thanks for playing!

Thanks for playing!

Thanks for playing!

This tile was originally not a death tile which may make it look out of place. If it looks blurred then I may not have imported it properly into Godot. Thanks for the feedback!

The enemies can’t see the lava tiles they fall into. I may keep it this way because the mechanic relies on enemies killing themselves. I can agree the levels could use more depth to their strategy though. That’s definitely the tricky thing about rng levels. Appreciate the feedback!

yeah the player uses the lightest two colors I have for the palette. I’ll consider upping the contrast if I make changes. Thanks for the feedback! Glad you enjoyed it!

Thanks for playing! I almost added a feature that inverted the controls every now and then but figured it was challenging enough haha. I find myself sticking to near the center of the screen as it's easier to process the ship movements.

Thanks for playing!

Yeah, that's actually a really nice idea that I'll consider adding. The first turn kills are tricky because everything is rng. One other worry was the walls spawning to trap you but I haven't encountered that situation yet. Appreciate the feedback!

Thanks for playing!

Not sure why the sounds are too thick? It could be the game just playing them too loud. The music I picked from a creator on itch.io. Glad to hear it was easy to grasp! Thanks for the feedback!

Thanks for playing!

(1 edit)

The only thing that changes as you go deeper is more tiles in the map and more enemies. You also have slightly lower roll chances as you go deeper. Adding more variety would definitely be a priority if I expand upon it. possibly different level stages and new mechanics introduced in each stage. Thanks for the feedback!

This is definitely a bug I’ll check out. I usually find myself running often and using all 3 mechanics as I go. The enemy’s use A* pathfinding that’s somewhat predictable. Thanks for the feedback!

Ohh interesting. I’ll be sure to fix this if I decide to update it further. Thanks for playing!

Thanks for the feedback! This was my first time making a legit tutorial. I’ll check your submission!