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CrashDumpSoftware

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

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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!

Thanks that you tried it out!

I will think about a condition where the AI will surrender. Maybe when the AI lost the construction facility and 2 more buildings than the player ....

Unfortunately the version you tried was broken (I did something totally unprofessional: Did a quick fix for the Linux build and did not test the impact on the Windows build). I pushed a fixed version now.

Many thanks that you gave it a try! When you said yesterday that you would try it on Linux, I tested it myself, found an issue, tried a quickfix and broke the Linux and Windows builds. :(

Some of the issues you encountered are probably due to this ... I pushed a fix for both plattforms now.

To your points:

1. That is a good Idea -> I added it to my backlog

2. This was due to my unfortunate "quickfix" -> should be fixed now

3. The mining units will always try to optimize resource gathering. If you build a new "Dark Alloy Refinery" near to an "Alien Artifact" (not the energy or graviton artifacts) the gatherers should gather from that artifact and take the resources back to the nearest refinery. (I am not 100% sure if I got your issue right)

4. Maybe it is a linux issue, or it is also due to my "quickfix". Would be great if you could check again with the current version.

5. Again I am not sure if it is linux specific or due to my stupid fix ... I am currently investigating the linux build.

 Very useful feedback! I think you where the first linux user I had ... I will give more attention to the linux build in the future!

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.

Many thanks for your feedback! That is very helpful. I will work on the things you brought up in the next update.

Sound: I will follow your suggestion and add separate volume controls, as well as a master control

More Units: That is my weak spot - I need 2-3 weeks to design a single unit or building, will add more units over time! (4 are in queue)

Clipping on Map: Will fix that. There is a 2d grid-map for pathfinding that probably has an error.

I have a qwertz-Layout. When the game asks me about "[Y]es, [N]o" I have to press "Z" for Yes. (Not a big deal, WASD etc. works fine)

The itch-app is also available on linux. If you use butler for upload everything works out of the box in most cases. (I would recommend that, you can have a script for publishing and get incremental updates.)

Great game! Graphics are cool. Puzzles are very well designed.

I had 2 small issues:

  • It can be installed via the itch app on windows - but fails to run
  • Keys are not working correctly on non-"qwerty"-keyboards

Cool game! Played up to the platinum level. The basic mechanic is easy to understand and the UI is intuitive. What I not really get is how the PvP should work.

I encountered two bugs:

  • In the screen where the minions can be selected one "card" was stuck on the mouse ... nothing worked anymore ... I had to kill the game.
  • A few times there were rounds without any enemies. This happened only in rounds 9 & 10.

I see a lot of potential here. Well done.

Things you could improve:

Inventory management - would be nice to see the stats of the currently equipped item, also an side by side view of character and inventory with drag&drop could be an improvement

A "loot" screen - when the dungeon is completed it would be nice to have a screen where the gained items can be seen. The loot going directly into the inventory feels a bit anticlimactic. I think this could be the most interesting moment in the game: what do I get from the run?!

More content - I quickly had 4 heroes with 3 traits and a lot of money with nothing left to spend it on...

This game is very polished, the mechanic is cool and everything works perfectly. I would not call it "pre-alpha" :)

It is not my genre (I never played another metriodvania - had to look it up on wikipedia) so it is hard for me to give you any advice. There are no obvious shortcomings ...

What I liked most where the boss fights - figuring out the mechanic and then applying the "win"-strategy was engaging.