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Cartwrit

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A member registered Sep 26, 2023 · View creator page →

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Ok, so here's my summary of my feedback.

Overall Gameplay
- You sold the game as a vampire survivors-like with team building as a core mechanic but I'm not feeling that right now.  My gold felt way better invested in the abilities than team members (more on this later)
- There is something interesting to venturing out on trips and then returning to the home base to cash in but I also was mildly annoyed by it, maybe it just needs some tweaking, or giving the player indicators to better understand the escalating difficulty of the enemies so they can make better decisions on when to retreat
- There could also be something interesting about allowing the player to somehow make certain objectives more easily accessible by like fast travel or just making the route safer, so that they can put work in early to make it easier to invest in one part of the progression or another, if you were to do this you'd make sure they're all equally as valuable to invest in though

Abilities
- I didn't experiment extensively with all the abilities, and didn't try the wall at all, but the dash attack felt like the best one to me at first glance
- I never bought more than one ability in any given run as it just seemed better to buy one and focus on upgrading it
- They could use a clearer indicator on when they're ready to use, it can be easy to not see a tiny sliver of them that's not filled and think it's ready when it's not

Team Members
- I didn't explore these extensively because they immediately didn't feel great to me
- The rogue-y guy you could find felt powerful but just like a one time use consumable almost
- The fact that the team members can die and be completely gone was a major reason I didn't invest in them because it easily felt like a waste of money
- On top of that they died pretty easily I thought, in one run I got the tank and then a swarm of the gnome guys rushed in and instantly killed him
- I also found that it felt difficult to use them because they'd end up separated from me pretty easily, and if I tried to stay around them then I couldn't go anywhere or do anything in a reasonable time frame

This is a great idea.  Really like the concept.  I just wish the physics allowed me to arrange pieces so that I could build up speed to get a larger launch off the ramp.  There aren't really anyways to get your marbles to go up during the cycle so it was impossible to use all the pieces and felt like there was only one or two arrangements that worked.  I'd love to see the game refined and expanded.

Same problem on wave 5

Does anyone know how much defense actually effects the damage you or enemies take?  It makes it really hard to evaluate if you can one-shot something if you can't tell how much damage you'll do to it.

Fun game, very much enjoyed it.

A little bit of feedback on player experience.  I invested in the bug catching upgrades except the boots early because I wanted to complete catching all of the bugs in the first area first.  Then I found my opponent out classing me.  This was fine, I could catch bugs to get candy and level up my bugs.  When I did this and finally defeated my opponent it felt great.  But when I bought the boots I forgot about the cost to go to the second area and bought another upgrade as well leaving me with exactly 1 coin.  So although this was my fault, it felt pretty discouraging to have to repeat the grinding process.  Maybe a way to get a very small amount of money without having to battle could avoid this happening.

Bump getting an animal stuck outside the bin killed me a few times....but finally got a high score!

Super fun concept.  The optimization of layout is always my favourite thing about this game anyways.

Advised QOL addition for the future is a reference book where you can check recipes and things.  It's easy to forget which machine makes which thing.