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cookierabbit

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A member registered Aug 09, 2020

Creator of

Recent community posts

the upgrades appearing and taking friendly fire was a fun spin on this kind of game, nice job! the graphics and sound were all really cute!

Very cool game and amazing job getting all this done during the jam! I think for the auto battler combat you need some way to get out of soft locks where units get moved around and stuck due to the physics, but great job! 

Very difficult but cool game! I liked the idea of intentionally making mistakes to try and juggle freezing with getting through the race!

S U P E R H O T

really fun and I love the sound effects :)

It's tough exploring when you get ran over by enemies so fast haha. Great job getting a game out though! 

I had a great time playing, the enemies felt really polished!

I am a master of the 50/50

really fun and tons of levels! i think after a while the reverb was a little too much but i had a great time

The friendly fire was such a great decision, made me play really differently from other top down shooter games!

I thought this was a cool spin on how to present a text / choose your own adventure game!

I like that it really felt like a glitch and you could abuse the mechanic to do silly stuff! I ended up sitting on a box and scooting it forward and eventually flying around the map with it haha. Great game!

Awesome, I think it could be cool if the gun sights highlighted ammo through walls so you had to look between the different views!

the trail is pretty cool, i think it does a great job indicating speed and direction. def something ill consider if i try one of these games some time!

I love the art and the sound and music! Puzzles were really intuitive and difficulty ramped up really nicely! 

Really fun puzzle! Took me a second to get the hang of the mechanics but very fun!

I think this format of card game is super fun! I like the idea of losing functionality of systems as something to sacrifice to survive! 

I didnt really understand what to do at first since i saw the "kill the spiral" grafiti before i ever saw a spiral so i wasted a bunch of ammo on the monster. After i got the hang of it I had a good time, I couldnt tell if the camera/view from the gun was actually used for anything though. 

I couldn't really tell what effect the upgrades i bought were having, but I liked the idea of trying to stealth around and harvest resources to build up upgrades and eventually escape! The effect overlayed on the game and menu was really cool too :). I think some sounds or feedback that indicates when you are harvesting and increasing the effects of the upgrades would make it clearer when I'm doing things better/faster and make it even more fun.

This was really fun to play! I didnt really understand when I was taking advantage of an error or just playing "normally", but the graphics, sound, and simplicity of the game all made it really fun and easy to get sucked into.

Pretty fun! At first it was hard to get the duplication ability to work but once i had the timing down of left click right click it felt really powerful. I think the background needs some kind of art or something since it felt really easy to get "lost" and not really know where you were relative to enemies. A mini map would have been cool as well. The movement trail really helped sell the "impact" of shooting though which was really nice. Nice job!

Thanks for checking out the game! I've added some instructions to the description :) 

https://cookierabbit.itch.io/combobulated - our first jam! :)

awesome cant wait :)

Do you have a discord? or is this the best place for feedback

(1 edit)

new post because of word limit

the only "gamebreaking" bug ive run into is that when you melee charge an enemy and land on a square that opens a door, the room does not illuminate. I think its broke a run for me since I couldn't find the stairs due to the room being broken

UI bug-- knocking back enemies into a wall overwrites the damage number with the wall-bump number. for example-- I hit an enemy for 30 damage, he bumps into a wall for 3 damage. UI only shows 3 damage (hp bar shows correct hp, 33 damage taken)

Dungeons of Anoma community · Created a new topic Feedback
(4 edits)

Didn't see a feedback thread so I thought I'd kick it off:

Gameplay:

  • Fun game so far! There isn't anything guiding you so at first I felt like there wasn't really much to the game until I started right clicking everything. Learning you could shield bash units into each other or into walls was a fun experience, but some kind of tutorial encouraging a first time player to explore interactions would be sweet
  • During non-combat hallways (will they always be non-combat?) it would be nice if I didn't have to move via the turn system and could just move wherever I wanted
  • Opening doors appears to happen automatically after a move, sometimes this is a disadvantage when combat starts right away. Is this on purpose? 
  • It would be nice if walls didn't block vision of character/loot

UI

  • Some kind of info that Q & W turn the camera would have saved me some annoyance :) 
  • Rotating camera with Q&W was a bit clunky for me, I would have preferred to just hold right click and swivel the camera
  • Ideally I can press escape to close UI menus like the inventory screen, or whenever I've right clicked on a chest/enemy
  • Adding some kind of "heal numbers" for things like vampirism would make it clearer when its working!


Looking forward to future updates