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Gerry

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A member registered Mar 04, 2020 · View creator page →

Creator of

Recent community posts

I tried the game and it definitely has potential 🙂

  • I wish the portals could be used in more situations, to really expand the gameplay possibilities.
  • The insta-death feels a bit too sudden—maybe a short delay or warning would make it less frustrating.
  • I expected flying enemies to attack from a distance; having them only use melee feels a bit unusual.
  • The mechanic where bullets can travel through portals is really cool! It’d be great to see puzzles designed around that idea.

Thank you! :) 

These looks very cute. I think I'm gonna try them for my next prototype :)

Those are great points. Thank you!

Hi! Thank you! Our goal was to release a prototype and see how many feedbacks we got. If you have any feedback please let me know!

https://devgerry.itch.io/robots-vs-aliens/devlog/956760/minor-update-skip-intro-...
Added a skip button to solve the #1 problem.

Hello! We're using your tileset for our prototype "Robots vs Zombies". Put you in the credits :)
https://devgerry.itch.io/robots-vs-aliens

thank you again for the feedback. Playtest is such an important thing. This is just another usecase which is showing that. I'm gonna decrease the spawn rate and tweak down the difficulty in general.

we definitely have to tweak that level! 😆 

Just released a little patch that brings quality-of-life tweaks, clearer visual cues and the ability to pick up right where you left off

  • Continue from where you left off: Added a “Continue” button to the main menu so you can jump back into your last session.
  • Persistent settings in the web build: All menu choices and options are now saved in your browser.
  • More scraps per base alien: Increased scrap drop from base aliens from 10 to 15 to ease early progression.
  • Slowed time in build mode: Building now triggers a 10× slow-motion effect for a more relaxed placement phase.
  • Disabled bots greyed-out: Inactive bots are now visibly greyed out, making active units stand out.
  • Row highlighting on hover and placement: Hovering over or placing shooting bots highlights the corresponding lane for better visibility.
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Thank you for your answer. I'm glad that most of the points are similar to other feedback we got internally and also from other players. Especially the highlighting part.

For the stress level, I think the major issue is that Plants vs Zombies had, from a narrative point of view, the slow zombies involved. So there's plenty of time for the players to react. It's quite the biggest difference between the two. It's way more frenetic ( and not in a good way ).


Hi, we recently released a free prototype of our game: Robots vs Aliens - https://devgerry.itch.io/robots-vs-aliens 
We'd like to get as many feedback as possible on balance/bugs or any other things you think it's worth to mention. Go wild and be super honest!

It's a tower defense highly inspired by the Plants vs Zombies series with a little twist in resource management. Your bots consume battery charge so you have to properly balance the activation of your defenses.
The game contains a tutorial + 6 levels and it's meant to show the basic principles around the game. It best runs on browser desktop. Mobile hasn't been tested well enough yet.

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Hi, we recently released a free prototype of our game: Robots vs Aliens - https://devgerry.itch.io/robots-vs-aliens
It's a tower defense highly inspired by the Plants vs Zombies series with a little twist in resource management. Your bots consume battery charge so you have to properly balance the activation of your defenses.
The game contains a tutorial + 6 levels and it's meant to show the basic principles around the game. It best runs on browser desktop. Mobile hasn't been tested well enough yet.

Any constructive feedback or comment would be super appreciated!