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cyclone2048

118
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A member registered Dec 30, 2023 · View creator page →

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I’m interested in making a game that’s a cross between Factorio and RTS/auto-battler/"Tug of War"-style RTS games like Warpips. My main requirement for the game, one I’m not willing to compromise on, is that units must have ammo to fight, and that ammo must be supplied via supply lines. These supply lines need to be set up, can be disrupted, and disrupting the enemy’s supply lines should be a key part of the strategy.

With this requirement in place, I’m open to exploring different types of game mechanics, settings, and so on to find what’s most fun.

I’ve created a few prototypes to test out various mechanics. While some of them are already pretty fun, I’d really benefit from guidance from someone with game design experience to help identify the most engaging version of the game.

Initially, I’m looking for someone to discuss the game design process with and to help playtest different prototypes to determine what works best. However, if things go well, I’m also interested in pursuing a more serious project and releasing a full game in the near future.

Thanks. I plan to add a few more and tweak the balance once the game jam is over

Same happened to me. The cover does look awesome, I wish I could play it lol

This game was short but the idea was really fun. A little bit of polish, audio and few more levels and this could become a really good game.

This is an interesting take on the RTS genre. I feel like it takes some of the best aspects of a lot of the games out there. I did find it difficult to spawn and control the troops a little bit. Making the troop spawning and control a bit more intuitive would work wonders. Another small suggestion would be to have some kind of tooltip on the buttons since I kept forgetting what each button does. Overall really enjoyed the game and the visuals. The audio, specially music was spot on as well. Good job!

Oh wow, this is a really good concept and fairly well executed for the scope and the time. I would really love it if there was a way to reset the level as I would often get stuck in some levels. Another pain point was that the game allows me to draw objects inside existing objects. So it is possible to glitch the physics instead of trying to solve it the way the designer meant it. Overall it is a good concept with good gameplay. Good Job!

PS: I love how the projectiles and arrows are affected by gravity.

It was initially difficult to figure out the controls, but after I figured it out it was fun. I like the reeling mechanic, but for most fish I was just holding X with occasionally letting it go. Maybe if the fish were resisting a little bit more it would have been even more satisfying. With some upgrades for the fishing rod and the hook with maybe some big/hard to catch variety of fish I could see this game become really fun and addictive. Good job

Loved the shooting mechanics where you have to wait for the targeting to be on the right place before shooting. One feedback would be to have a little be clearer visuals, especially on the main menu as I didn't realize that the "play" button was clickable, lol. I love the overall concept and the use of the palette, good job!

As soon as you start the game you are welcome with a banger of a music track that brings you into a perfect vibe, but is not distracting at all. The next thing you notice is the mesmerizing visuals in the main menu and the audio visual feedback you get from hovering over the buttons give a sense of nice polish. The actual game play visuals is really awesome too. I didn't realize that this palette can be used in such a creative way and I really appreciate that. The gameplay idea is there and it is sound, but I did run into a lot of issues and I kept having to refresh the page to progress. Basically if you accidentally apply any modifier or clear the input nodes, you get soft locked as the flowers can no longer be dragged into the input nodes. I do realize that this game has potential and the duration of the jam was probably too short to pull of what it was aiming for, so I played the game carefully with that in mind. I really enjoyed playing the game, and I hope the developers will keep working on it and add more stuff to it to create complex puzzles.

This is a really awesome idea. I love you you incorporate the traditional stealth mechanic with the quirky pollen mechanic. One feedback would be to have a visual cone for the guards so that it is easier to understand when they will be able to spot me. I am not sure if carrying more things make you move slower, but it definitely felt like it, which is awesome. I also enjoyed the visuals a lot, it is a really good use of the palette!

Done :)

Thanks for the report! I just fixed it and found some other similar class of bugs. Hopefully it's all good now

Oh! Really sorry that happened. I’ll try to reproduce the issue. A persistent save will be added after the balancing is complete hopefully that’ll help in situations like this in the future 

What did I just play. It definitely triggered a lot of emotion in me and that is a great compliment. Great job!

This game is great! It is really well made and fun. I loved that dying immediately respawns you pretty close - it is a perfect balance between high stakes but not wasting too much of my time 10/10

This game is great! It is really well made and fun. I loved that dying immediately respawns you pretty close - it is a perfect balance between high stakes but not wasting too much of my time 10/10

Loved the use of the limitation. I initially had missed it, but glad I read the description before quitting

It has been fixed in the latest release

Love it. The tutorial is really well made, the polish is amazing. I didn't care for the freeze frame on collisions, it makes the game feel laggy. I loved the purchase and floor system, feel a little bit roguelike which is awesome.

Our audio designer used FMOD which may be more important than the exact Unity versiob

This game was really fun to play. The combat was super polished and along with the sound effects, really satisfying 

You should rate and comment on some other people's game, it'll give you exposure.

We are sorry for your loss. Thanks for playing and your feedback.

same to you 😛

Hey thanks for the feedback, we are going to keep tweaking the game after the jam and will try to keep all of this in mind

Thanks for the feedback and glad that you enjoyed it

A moment of silence for all the dead pets

thanks for the feedback! We will be experimenting with the feeding mechanic and changing some of those things after the jam

that is a really good suggestion. We will experiment with this idea. Thanks for the feedback 

that is a really good suggestion. We will experiment with this idea. Thanks for the feedback 

we are glad we could troll you 😛

Thanks for playing and thanks for the feedback 

thanks for enjoying; we have taken note on that bug and already working on a fix 

thanks for the feedback! We are experimenting with the pet feeding mechanic so that pet interaction is less cumbersome. Something needs to be done with the overlap as well, but with so little space having large pets overlap is harder to avoid. Maybe we can allow only one pet of each type to be the max level or something 

thanks for the feedback! We did notice the negative balance bug. We think it’s an integer overflow issue and will fix it after the jam is over

Hi, thanks for your feedback. There are supposed to be subtle mechanical difference among the animals where some run away from enemies, some do nothing and some charge towards them. Otherwise they each have significantly different HP/attack power etc. We did note down the boundary crossing bug and we will upload a build with those fixes after the jam is over

thank you so much for the nice feedback 😊

hey thanks for your feedback. We definitely wanted to have a shock value for the jam submission. We will experiment and fine tune the gameplay based on all these feedback after the submission is over

hey thank you so much for doing such a detailed testing! It will definitely help us fix this bug faster. There are a few more bugs in the game including the interaction being finicky and the store panel randomly getting closed. We will fix all of those as soon as the jam is over