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Denovo

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A member registered May 17, 2025 · View creator page →

Creator of

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Made it to the mars simulation! I know that games like these could be expanded on endlessly, but:

  • I wish that firing the beam didn't stop UFO movement (or maybe that could be an upgrade)
  • beam size upgrade, or maybe having the beam continuously abduct civilians would be good to pair with the abduction limit upgrade.

Anyways, good job!

Thank you for your feedback! I'm glad you got some enjoyment out of it. If I decide to make more of this story I will definitely consider adding different endings, and maybe some bad endings. Also, I wasn't sure how much the translation feature would affect. Was the story mostly or entirely in French for you, or was it only the ending message? 

So I noticed most of the other games I played in the game jam seemed laggy and did some tests using your game. Tldr I guess whatever engine most people are using is poorly optimized on firefox and chrome seems to work:

  1. Macbook air processor: 2.2 GHz dual core intel i7, ram: 8GB, graphics:Intel HD 6000 1538MB
    1. Very laggy on Firefox. 
    2. Works fine on Chrome, but the gui can barely fit the start button, and can't fit the extract DNA button on the bottom after the in-game numbers get big.
  2. Android phone, firefox mobile, same issues (didn't bother with other browser)
    1. Very laggy, screen doesn't fit.
  3. Windows PC: 13 gen intel i5-13490f, Nvidia RTX 4060 Ti, 32GB ram
    1. Less laggy, but still bad on Firefox
    2. Works fine on chrome.

Hey, tried it out and made it up to sector 3. It's a solid auto-clicker game. 👍

Some notes

  • Numbers can start to get out of hand, and I just have to click things to estimate how much money I'm making/how much upgrades cost. Maybe auto conversions like 102030405 --> 102M would help. Additionally the GUI can start moving around if the numbers get too big.
  • FPS goes down significantly after a couple upgrades. It might be better to use simpler graphics for a browser game.

This is a really good first game! Made it to level 7 and the enemy AI (card power) felt a little too hard, but then I realized that the money you earn between levels can be used for one-time effects. Had I known that I probably could have beaten the game. 

Some things I noted:

  • The enemy usually wins in the case of a tie because it's not afraid to put down cards, even if they don't trigger an effect. I'm not sure if there's any easy way to make this feel less bad (i guess just making this rule more noticeable). I'm probably just mad because I didn't notice the item shop lol.
  • Having a hot key for certain actions might be good, like skipping card effects
  • Item interface is a little hidden at the bottom
  • Game is unfortunately a little slow (might be good to remake in another engine at some point)

Pretty good. Would be nice to have some sound effects on shot firing/enemy destruction, and visible score during the game.

It's probably just everyone being tired from finishing up their final revisions on their projects, plus rating starting started in the middle of the week. If you look at the previous AI game jam, ranking was based on average score within each category, not number of people rating (for example there was a dual first place in the "overall" category with 4, and 7 ratings). 

Thanks for playing, and yeah I'll definitely consider adding some more variation in the dialogue.

It is pretty subjective as a category, but I'd vote sort of based on how well AI was used, how transparent creators were about what they used, and how many of the game assets seemed to rely on AI (guideline was about 50%).

I did like the scrolls, and hints they provide (which is a good idea for a horror game, since you might not have time to read a scroll someone dying left behind, written in their blood, while being chased by abominations). But the atmosphere is currently lacking as far as visuals and audio. (Also not a fan of smashing my keys to move faster than the enemy). As for difficulty modes: Hard was playable, but Very Hard seems impossible, aside from lucky runs.

I'm honestly not that strong at programming either, but would be willing to give it a look too if you end up stumped. You'll probably need to add in some code to check the coordinates of any players before spawning, to see if they're within a certain distance, and then I guess just keep retrying the spawn until it works. Also gave your tomb torch trouble game a try and gotta say I love the 2.5D aesthetic!

Simple and well executed game concept. I would add though that powerups sometimes spawn almost exactly where you just picked one up (which could negate the benefit of picking them up or outright kill you randomly).

Classic tower defense fun! I would recommend some kind of bestiary for the enemy stats/weaknesses.

I enjoyed playing your game, but was also curious if you used AI for the people/town models? Anyways, Nice job.

I was definitely going for a more open world style and I did some testing to try and enable speedrunning. Sadly, I think in some of my last level edits it became impossible to clear the forest tree puzzle with 2 eggs. I was definitely going for a more open-world/choose your challenge style, glad that came across. Thanks for giving it a try!

Haha, that does sound like a cool idea! Maybe in the future I'll expand upon the game and add hazards/traps like a timed gate. Thanks for the feedback!

Thanks for trying the game. I'm glad you enjoyed it!

The fake trees do a lot of damage and there were so many I couldn't get back to the real tree at the end of wave 2. It seems like it'll be fun once some of the bugs are fixed.

The mace mechanics were pretty fun. Nice job!

Very unique game and art style, and I loved the ending, kind of made me think of noita where you can turn the entire world into gold. My only small complaint is that waiting to collect acorns and walking back and forth is a little boring. I'd suggest adding minigames where you bet/pay acorns with a chance to earn more, or maybe make investments that slowly earn you more acorns over time. 

I like the idea of inverting/reinterpreting the theme for the gamejam to make the enemy overpowered. Keep working towards making your dream game!

Good art and nice little story at the end. I really could not figure out how to use the calculator (maybe that was intentional though).

Oh I was also trying to play your other game "Keep Grinding", but I can't seem to get past the start screen. Is it possible to play on keyboard/mouse, or is it controller only?

I don't really judge, it's hard to make a game at every step of the process. My brother messes around with AI and it's pretty useful just for putting something together quickly for a proof of concept, especially for something small like a game jam (we also considered using AI). I wish there more free assets available.

Really nice, and honestly makes me think it could totally be a rhythm heaven gamemode. It's a little lonely playing it alone though (kind of a problem in my own game). As a suggestion, an indicator for when the ball can be flicked back successfully, on either side, would be good. Nice job and I enjoyed the multiple sound tracks. Did you make the music yourself?

im playing single player and i keep pressing "A" but the larger character slips past and it says "Whoops"

Really great game, all of the game elements were really well polished and cohesive. I really liked the little intro too.

Very impressive game, especially since 3D is not well supported in the engine. I got lost and had to give up eventually. Maybe a minimap in the corner of the screen or a button to open a map that updates as you explore new chunks of the map would be good. Also maybe a sprint mechanic and stamina would be good for when you need to backtrack.

Gameplay was really good and the design was very responsive like when bullets hit the enemies/did damage/killed them. Also slight knockback/recoil was a nice touch. Would be nice to have a breakdown of what each perk does exactly though. Good job!

Thanks for the suggestion and trying the game :)

In hindsight, it does seem like that would be a useful feature. I'm just glad I got everything functional in time to submit. It took a lot more time trying to get everything working due to multiplayer. Thanks for trying it out!

Thank you!

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Not sure if I'm allowed to make an edit to the itch page afterwards so I'm putting this here. I just wanted to say that you can play this without anyone else (but each game is always online and people can join).

The art and story were really impressive, although as JJGamez64 points out, it was a little confusing navigating the game. I was a little sad I never figured out how to actually make a potion.

Spikes are kind of overpowered ngl.

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Just to clarify you can still play without other people. The game is just always online (and people can join your game after it starts, but they won't have any upgrades from the previous waves). Thanks for trying the game!