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.
CrashDumpSoftware
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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.
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.)
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.
I like it. A really nice game ... but difficult. I died a lot :) But I guess that is how it is meant to be.
Some small things you might improve:
- At some places there are spikes behind walls that are hard to see. That feels a bit unfair...
- The game cannot be installed via the itch-app. Maybe take a look at butler and use it for publishing the game
The good news: I got the train driving in circles!
I actually learned the assembly language when I was in school ... but still I did not find it easy to understand how to control the train.
The documentation (Editor->Documentation) does not work for me. It would be very helpful to have a full documentation how to control the train. What do the registers TD1-TD8 exactly do?
It would also be nice if the program editing and running would be a bit smoother. Maybe merge the program and editor window so that the program can directly be executed in the editor window?
An interesting project and the core mechanic works well, but I think for beginners the learning curve may be a bit steep ... and the controls a bit to old school ...
Send the new "Hover Glider" into battle! The first flying unit on Epsilon Indi. Call a friend and use the new "custom game" to play PvP! Create an account or just play as "Anonymous" over the internet.
Check it out here: Epsilon Indi
Have fun!!!!!
There is the new "AI generation disclosure" option, but what is exactly covered by this? For some cases this is clear to me (AI generated images & text), but what is with cases like:
- machine translations (nowadays they are based on LLMs)
- text to speech (based on AI)
- AI opponents based on neural networks
- spell/grammar checking by LLMs for in game texts
- use of copilot coding assistents based on LLMs (Github copilot etc.)
Is there an extensive list what needs to be tagged as "generative AI used"?
I revisited this and now played all available levels. Here some additional findings:
What I like
- The graphics style
- The user interface is intuitive and easy to learn
- Game pacing is well done, I play all the time as 1x and it is flowing well
Things that could be improved
- Add more variation to the levels:
- There is no much difference if you have to send 4 or 10 bunnies to space
- The rocket is rather cheap, I was able to build and launch it always on the 2nd day
- Maybe add upgrades to the rocket: Level 1 has only 4 seats, upgrade for additional seats
- I had no need for the different tower types, maybe add more versatile enemies that require certain towers to counter
Issues I encountered
- Once I was stuck in the night, speed was at 4x and nothing happened. I had to leave and load again to make it continue
- When choosing the tower type it is not checked that there is enough wood, I got negative wood once
- Upgrades sometimes seem to be stuck, then suddenly they have very fast progression
Many thanks, great feedback!
I will work on the improvements you suggested for the next update.
Regarding the resource cap: Actually there is a "soft"-cap. When you have more harvesters gathering at the same place the efficiency drops. When you closely look at the stats at the end of your game you can see, that at 11 minutes you have only half of the harvesters of the AI but 90% of the income. What you did was much more efficient than what the AI did. The resources are also limited, it is just not visible in the game. I have to improve that.
Hi, I played your game and I see some potential here!
But I also found some things that I think could be improved:
- Add some ambient noise. When I clicked the first thing that made a sound It caught my by surprise - very unnatural if there is not at least some sound floor.
- The battles are a bit lengthy, and it felt not so important to watch them. It is not possible to affect the outcome, and I had to "farm" materials for a lot of matches to improve my ship, so it was not really necessary to watch them for learning either. Maybe add some interactivity, allow more the 4x speed or make resource farming faster so that there is more building than fighting
- I could not figure out how to place the rocket launcher, I tried everything but was not able to mount it to my ship
I hope this helps a bit. Keep up the good work!
I restarted the tutorial a few times, but I was not able to reproduce the problem. Seems not to be a serious issue.
Another thing is: I do not really understand why I need a fire? The tutorial tells it helps to see enemies, but the night is not very dark. My impression was, that defenses also work without fires. Maybe make the night darker? Make it more "spooky" when there are no fires?
If you have time you could take a look at https://crashdumpsoftware.itch.io/crits it is a feedback trade extension for itch.io. It was probably a dumb idea by me, but would be nice if you could take a look, maybe import one of your projects, an give your opinion.
If that is not your cup of tea: The game I am currently working on is https://crashdumpsoftware.itch.io/epsilon-indi . I had no feedback since the last update ... so feedback would be useful as well.
Hi,
i played the first 5 levels of your game. This is what I found:
- I had a bug in the tutorial where the next step was not triggered at some point. When it continued are had already built almost everything. But it was not really a problem as I found the controls intuitive, I had no problem to figure everything out even without explanations.
- Regarding the "pacing": I never had any downtime at all. I always went for a very economic build: get a lot of carrots & workers first. Then build defenses as late as possible. That worked out well without any downtime.
- Difficulty: I found it too easy. I mostly managed to launch the rocket on day 2. So I had only to defend 1 night. And those fights were never even close. I never built any walls, never upgraded the fire. I just built 3 sniper towers and upgrade them. That was more than enough.
- UX/Controls: Very good, everything is intuitiv and easy to understand
- What you could improve: allow to adjust the difficulty, maybe a global setting to hard/very hard mode: more enemies, more waves, more versatile enemies that need different treatment (like swarms of small enemies that need splash towers).
- Graphics: I like it, bunnies are cute :)
I hope that helps a bit.
I created a prototype for an alternative ranking of projects. Not by "popularity" but by "need for feedback". If you need feedback and you are willing to give feedback in exchange, you can try it out here: www.crits.top
There is also a itch.io page explaining the details: https://crashdumpsoftware.itch.io/crits
I think such a ranking could be useful on itch.io for projects that are in development and need some feedback, but are not mature enough to climb up the usual ranking by popularity.
That is how the ranking looks right now:

(sadly there are only two of my own projects in the list right now, but if someone is willing to add his project, I will update the screenshot :) )
Dear developers,
I am developing games as a hobby and I do not have a relevant amount of followers. That is totally fine most of the times, but sometimes I would like to get some feedback. In the past I waited for an appropriate game jam to trade feedback. That worked great, but is not always available. An alternative is this forum, but that does not work as well in my experience. (For instance: I wrote the first version of this post ~24 h ago, and no one even tried it out ...)
Then I had this idea: What if there was a ranking of games on itch.io that ranked not by "popularity" but by "is in need for feedback the most". To test it out I created a prototype that ranks projects like this: Those developers that gave more feedback than they received are ranked to the top. With that ranking it should be possible to trade feedback in a large pool, but not only "one on one".
What do you think of that Idea?
If you need feedback yourself and are willing to give feedback to others in return it would be great if you would add your project to the ranking. (As an extra bonus: I will do extensive reviews on the first 5 games that are put on the list.)
You can take a look at the prototype here: crits
There is also an itch page: https://crashdumpsoftware.itch.io/crits
It would also be great if you could give feedback on the prototype itself: How is the usability? Did you find the button to rank your project up? Is the mechanic clear? What feature is missing? What do you think about the surveys? What about the ratings?
You have to add a collider and a rigidbody to your gameobject. Disable "UseGravity" and "IsKinematic". Under constraints set all rotations to freeze.
Attach a script that simulates the physics you want. For example:
public class Bounce : MonoBehaviour { private Vector3 _initialPosition; private Rigidbody _rigidbody; void Start() { _initialPosition = gameObject.transform.position; _rigidbody = GetComponent<Rigidbody>(); } void Update() { var force = 50 * (_initialPosition - gameObject.transform.position); var damping = -5 * _rigidbody.velocity; _rigidbody.AddForce(force + damping, ForceMode.Force); } }This will apply a force to your object when it is pushed out of position to move it back. The damping is needed to prevent infite oscillation. You have to tune the factors for force and damping to match the weight of your object and the weight/force that pushes your object out of position.