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CrashDumpSoftware

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A member registered May 24, 2017 · View creator page →

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The screenshot looks wrong. To add butler to the path you need to append its folder to the "Path" variable (not "butler"): Path -> C:\some_path1;C:\some_path2;C:\path\to\the\folder\that\contains\butler

Also be aware that you have to reopen you cmd-window to take changes on environment-variables to take effect.

I had some fun playing this. I needed 3 or 4 runs to reach the end. On the first runs I did not completely understand the mechanic, but once I figured it out it was not very hard to complete the levels.

I like the concept to build your deck using genetics, but maybe it needs a bit more explanation and an incentive to breed towards a specific goal. Some mechanic so that I can try to create sheep with a specific combination of color and tags.

These are things i noticed:

  • I think the money income is a bit to high. Event on the first visit to the shop I could buy multiple things, which is a bit overwhelming on the first play
  • I did not fully understand how the genetics work in the game
  • I first tried to get as many different colors as possible, but that does not seem to be a good strategy: When I get a sheep with a new color, but with tags like pastel + rare it does not fit in my deck. It seems to be better to have only three different colors, but all the same tags.
  • The graphics style is a bit inconsistent: Like a drawing in the front,photorealistic in the background, and "sketch"-style for the rest. Maybe align it a bit...
  • Maybe also add a mechanic where you can go for different combos with the tags - something where you also need different tags

The game definitely has potential!

That was fun! The graphics are cute and the gameplay is addictive. I also like the different characters with there totally different abilities. That is cool. What was not so nice is, that the game crashed twice (once in the boss fight, which was annoying).

Other things you might consider:

  • Most of the time I found it quite easy to dodge all the enemies. Maybe add some more "spiky" events, like a sudden flood of enemies / a special very fast enemy ... , that has to be countered with a special ability (shield, mass stun, ...)
  • Some abilities seem a bit weak: I played the dog with bats and had a hard time killing enough dinosaurs. It was easy to make them attack each other ... but that took forever, and the bats did almost no damaged despite several upgrades
  • Often I had a wide mix of enemies which made it a bit arbitrary for wich color I go, maybe have always a dominating color for some time, so that it is important to always get the right spores

Overall really cool game!

Very stylish! The sound fits the graphics, the tutorial is seamlessly embedded in the game world. Great work!

The game itself is very difficult and at times frustrating. Often I found it simpler to just push the ball instead of hitting it. Maybe you could prohibit pushing the ball and force using only boxing to move the ball. And make the levels more forgiving ... maybe something more in the direction of boxing-golf: When you do a bad hit, you do not fall off the cliff but are in a suboptimal position to continue ...

I see a lot of potential in this game!

I like the unique setting of this game! The controls are easy to learn and intuitive.

Things you could improve:

  • The music sets a good athmosphere, but it gets annoying over time. -> Would be good to add different tracks and a volume slider.
  • The movement of the robot feels a bit slow. I would not mind if it moves ~50% faster
  • Add the ability to sell multiple items quickly
  • Give the items in the shop names

Overall a good start, I see potential here!

I installed it, but now I have the issue that I cannot see any text. Neither in the main menu nor in the dialogs. There is just nothing. Maybe an issues with a missing font? Or because my system has a non-english locale?

Yes, it is working now. I will take a look at the game later!

Unfortunately the game is blocked for germany. Can you extend the availability on steam?

I like this game. First I was searching for the rules, but then I realized it is part of the fun to figure out the rules. :)

The controls are very intuitive and cats are always cute.

Sometimes I really understood the behaviour of the cats, but sometimes I just solved it using try and error.

Good work! Looking forward to more levels and cats!

Hey, I completed your game. I think the concept is great!

I would love to see some more levels with complex puzzles. I am defenitely more into the puzzle part than in the jump and run.

Ideas you might consider:

  • teleporter blocks
  • levels with limited number of moves
  • other kinds of transformations (vertical, rotations, ...)

Good work!

I had some fun playing this. I like the graphics style and the music!

Things I noticed:

  • When you stop the character is positioned as if he moved to the right, but attacks go in the direction of previous movement (which is good, but does not line up with the graphics)
  • I had a bug where the juice bar was over 100% occasionally
  • When I died the character was reset to a previous location, but all enemies where gone in the room (does not always happen)
  • Would be nice to have a clearer indication that an enemy was hit / how many life the enemies have left

Overall it is already fun playing, and I see potential. Good work!

That was fun!

Some ideas for additional upgrades:

  • Evade chance: +1% chance to evade a hit (stacking)
  • Spiked shield: +1% chance to do damage on succesful block(stacking)
  • Critical hit chance: +1% chance to do double damage agains stronger opponents (stacking)

I had some fun playing this. But I did not really understand everything. A weak point is, that when you have the right dice and the right chips, it is easy to always do the same bet. Maybe add some mechanic to lose special dice and chips, so that the player is forced to change his strategy.

I found some minor issues:

  • The screen filter option always resets to filter on
  • Placing very high bets crashes the game: I won a 200000$ bet on 2-2 in round 11 -> this crashed the game

 Overall very nice! Good graphics, good controls.
 

Good game! Very addictive, but not easy. I did a lot of runs but was not able to finish it. 

The controls are good. A minor thing you could improve: It makes no sense to have two hexes moving to each other, would be nice if a move command from hex A->B would remove a move command from B->A.

Regarding the Hex upgrades: I mainly used the increased production. The attack and defend upgrades are difficult to use.  They are often only useful for a short time...

Overall very well done!

Cool game! I managed to complete it on the second run. I tried a bit around and had the impression that the 2nd and 3rd week are the critical ones. After that it got easier for me. I would say it is well balanced.

The graphics are a bit inconsistent. Partially high-resolution, partially pixel-graphics. I would prefer if my workers and warriors would walk around in the (very nice looking) town.

Overall I found it very addictive. Really well done!

Welcome AI Bots to the itch community! LOL :) Maybe this is the future of the Internet: AI Bots discussing nonsense with each other...

It was at a static encounter.

Many thanks for your feedback!

You are right: The tutorial is very difficult at the end. (Probably a bit too hard/unfair.) To win you have to constanty build gatherers and as soon as the buggy factory is available build one. Then start producing buggys and buld a second buggy factory. That should do the trick.

I will overwork the tutorial for the next update to make it less frustrating...

I never got feedback on the tutorial before, most testers directly jump into the matches vs AI. Those are much less difficult than the tutorial.

Great feedback! 

This is a nice little game. Would be cool if I could become a hurricane! :)

I played this game a few months ago and I found it already great back then. Now it is event better. I like the new special abilities, they add some extra complexety to the puzzles.

And I would not call this a demo. It is already a very enjoyable game!

I like the story a lot! Music and sound are also very good. But I did not make it far until i died ... maybe make the start a bit more forgiving? Or add a bit of tutorial/help to the first few fights?

Many thanks for your feedback!

"playable bug swarm faction when?": The plan is to expand the tutorial to a complete campaign - adding one "bug"-unit/building after the other. Eventually it should be a playable race. I already have the concepts for all the units, but I am pretty slow in creating the 3D-Models. So it will probably take a year ...

Regarding defensive buildings: I will keep your suggestions in mind. I am at the beginning of balancing things out. I am aiming for a good balance between rushes/teching-up/expanding. Up to now I only used different bots to try out different strategies and balance things. But in the future I will need some humans to try different strategies... 
 

Many thanks for your feedback!

I planned a campaign where units/buildings are gradually unlocked. But that is a lot of work and will take some time to complete. Your suggestion to have also some unlock mechanic for the AI-matches is a great idea. I will implement that for the next update!

I will also think about a bot that gives more room for experimentation. Maybe one that stays passive until attacked...

I like it, but it is way to difficult for me. But that may be alright as this is not the type of game I usually play. :)

I had an issue that whenever I click on "restart" that the game will hang and I have to kill if from the taskmanager.

Cool game! I always liked minesweeper ... and this is really an interesting addition.

For the first 3 levels the difficulty is fine to learn the game. Would be nice to have some  more levels with higher difficulty. I barely needed my health potions and I never needed to redraw cards.

Would be nice to get some quality of life features:

  • When hidden tiles are marked with a number, show a small number of the remaining count on the adjacent tiles.
  • Same for the total count of enemies: show the remaning number when discovered and marked tiles are substracted

Overall a really cool concept that breathes new life into minesweeper!

Yes, would be cool to have something for games that are in early access/active development.

Tried it out. A nice start, the basic concept and game logic is working fine. I had some issues with the UI: On my laptop with a hi-res screen the UI does not scale and is very tiny. Also I had the issue that at some point the "Create Ads" window was open and could not be closed anymore.

I tried it out ... but the upload seems to be deleted now.

The controls for the dragon where very smooth and gave good control of the movement.

I was able to draw some patterns and drag things around, but I do not yet understand how the system works.

A good start - I am curious how it will progress in the future.

I just release a new update for my RTS: Epsilon Indi



I have still a long way to go, but I think that playing the game starts to be a bit of fun. There are now 3 resource, 10 different buildings and 10 different units. Online multiplayer is also supported if you find someone to play with. Have fun!!!

The "New & Popular" category seems to be calculated like this:

ranking = new_ranking + popular_ranking

The problem is that the "new_ranking" is scaled to match the "popular_ranking" when unfiltered. But when a not so popular filter is applied (for instance "Metroidvania") then the "new"-score is so much higher compared to the "popular"-score, so that the popular score is neglectable. As a result the top 10 in "New & Popular" is identical to the top 10 "Most Recent". This is basically true for all filters except the most popular ones (like "horror").

This is not ideal. I think "New & Popular" ranking is/could be the most interesting ranking. "New" contains to much unfinished & uniteresting things, and "Popular" is very static...

Maybe this could be fixed by:

Multiple "New&Popular" rankings / indexes:

Create n different indexes for new and popular that are calculated like

ranking_n = new_ranking + popular_ranking * 2^n

Then, when filters are applied, choose a proper "n", so that the "new"-part and the "popular"-part are balanced for the filter selection.

New category "Popular&Active":

Rank by the normal "Popular" ranking, but filter out all projects that received no updates for the last 4 weeks.

Hey, I tried it out, but the current version seems to be messed up in some way. All UI screens are on top of each other ...

Played it through and it was fun! Controls are very smooth and intuitive. Even without the tutorial I figured out the controls within seconds.

Things you might improve:

  • Right mouse button for aiming is not really necessary - could just aim all the time
  • Enemies can easily be ignored - it is possible to run through to the boss without killing any enemy
  • I did not understand the effect when the player turned red and was constantly loosing health. What did it trigger?
  • The player can shoot through walls, the enemies cannot -> that can be exploited to kill the boss or other enemies
  • The 4th weapon is a bit weird, it produces a huge glowing "thing" so that I cannot see anything else, and it seems not to do damage that is adequate to that effect :)
  • I found it hard to dodge the shots of the multishot enemies, but on the other hand they do only little damage. You could try around with making them easier to dodge but increase the damage -> may make fights more tactical.