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A member registered 38 days ago · View creator page →

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This is a really ingenious mechanic. Really great puzzle gameplay. Definitely something I'd like to see more of. 

I intuited that the passage was the next "objective," but I wish it had been explicit. Really interesting little game! I like the balancing of recharging energy and attacks.

Okay, the boss is fun too!

This is surprisingly addictive! My only lament is that I wasn't able to make it to a boss level to see the boss. Or maybe I'll keep trying.

This was a really novel take. I had a great "aha" moment when I realized I needed to kill my previous selves to get the keycards back after I had collected them. Everything worked just as expected and telegraphed. Really tight roguelike design.

An interesting take on the fps action roguelite. The game did crash for me a couple of times, though I couldn't identify the issue, so I'm afraid I won't be much help debugging.

You have a great framework here. Seems like a great way to play a "deck-builder" where you change out available cards after each successful stage.

This game felt very satisfying.  Single hit kills (but not very much health), clear and concise controls. Exactly the right amount of depth. Great job.

This was a really interesting concept. It was fun to see the different aspects of the berlin interpretation fade in and out in the context of the same general dungeon. Shows how you can still very clearly be a traditional roguelike without meeting all of the boxes. 

An interesting take! It took me a minute to catch on to the mechanics (I'd accidently turned off the tutorial for my first run), but then I enjoyed the risk/reward exploration.  

Fun time. Very polished in both the gameplay and visuals. By the end of the run, I was starting to tire of clicking the letters and numbers.

This is an interesting take on the "Paper's Please" sort of formula. I wasn't able to figure out how to veto bills (although they were still auto vetoed in re-election).  Has great potential with additional work you can do as the legislative to somehow influence potential legislation.

It's a whale! I did stop being able to add to it at some point, though, I was just passing through new pixels.

Felt a little like I was playing the original donkey kong. I could see this being in an arcade.

Very engaging-it's the kind of game I pretended to be playing at my grandfather's billiard table as a child. I do wish the physics were resolved slightly faster, however, so that I could spend more time playing and less time waiting.

Well, a week is a rather short amount of time. Tooltips got left on the cutting room floor for mine as well.

This is really inventive!  Has more depth than I expected at first glance. Great entry.

Really neat, I like how you are essentially playing against your own deck. The golf veneer felt relatively thin. 

The aesthetic here is really nice, and the potion crafting is an interesting mechanic. I wish there was some sort of display to tell you what the potion did, more than just the icon. Also, I don't think there is any way to backspace while making potions, which goes well with alchemy, I suppose, but was frustrating when I typed a S and meant an A. 

The cart dragging mechanic was interesting. I may have just missed it, but I didn't see any way to differentiate the turret bases or turrets while assembling a new one. Great work overall. 

Good dungeon design. Some issues I noticed, some of the enemies occasionally spawn inside of the walls. 

I've know won with the rogue, fighter, and mage. I enjoyed the mage the most. Was not able to unlock the other two classes. 

Incredibly fun and inventive. Makes you feel like you are playing tic tac toe at gunpoint. Great job.

Interesting twist on the survivor-like mechanic. I liked creating my squad (of seekers, primarily). The paper crinkling visual did get visually tiring after the second or third director. 

I know you marked this as incomplete, but I like the idea behind it! Hopefully you can spend some more time with it.

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I like the system. Mixing grid-based movement with the aiming reticule was a really novel approach.

Nice implementation. Just fyi, the first time I tried to start the game it crashed. Not sure what the issue was, it loaded the second time.

Feels like something I would have played on the NES. Works very smoothly, the motion has a great feel to it. 

Nice job. Some additional UI elements could bring the polish to that next level.

I agree with the other commentors that additional information would be ideal.  I love the idea of a reactive generation.

Phenomenal. Really shows how you can create an enjoyable game without mechanical complexity. Great fun.

Thank you! My early thought was to make it in ASCII, but the visual of the slime consuming your enemies was too fun to give up.

Great job! The visuals felt very classic roguelike. (Well, I suppose not as classic as ASCII, but reminiscent of DCSS). I do wish the controls were slightly more responsive.

Very creative! I've certainly never played anything like that one. 

Nice job! Are the treasure chests randomly generated or placed in the scene at the beginning of the game?

After 15 or so years of following the 7DRL challenge, this is my first year submitting. Thanks for playing!