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Dom CrazyGames

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A member registered Jun 11, 2025

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It's a really neat little deckbuilder, very easy to pick up and play. The presentation is particularly impressive - I love the old school 3D vibe! 

I think a few people below have mentioned that it feels too luck-based, and I have to agree. Most of the damage I took was self-inflicted, which doesn't feel great as a player 馃槶 A quick fix would be to make the corruption chance ramp up more slowly, but the fundamental issue is with random chance - every card has an increasing chance of actively hindering you! If you take a look at Pok茅mon for example, Fire blast/Hydro pump/Thunder/etc are all used less because of their negative effect. This is now every attack in the game! 

I don't think it's necessarily a bad mechanic, I just want it to be explored further - I am imagining self harm builds that give massive buffs when you're corrupted! High risk, high reward type stuff. Or other builds that mitigate it - I want more control over that chance, then I think it will feel better.

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A really simple concept executed fairly well - I got 20 points but didn't really see a reason to keep  going. There are a few major issues:

  • the hitbox is waaaaayyyyy too big, for rage game you typically want stuff that can damage the player to have a hitbox that is smaller than the visuals. It actually feels like the hitbox is bigger than the visuals here 馃槵 it might not be, but there were definitely times where I thought 
  • There was a trail that happens when the character spawns but then seems to get disabled - I'd have liked to have seen that persist through gameplay (it would make the "loop" implementation more obvious too)
  • Mouse-based movement like this doesn't generally "feel" too good, it's weightless and not particularly satisfying to dodge things
  • The gameplay is overly simple, it would benefit a LOT from a single button press to go invincible for a second, even if it had a pretty long recharge time it would help with game feel and it would be really satisfying to get a clutch invincibility dodge. You could even drop one invincibility charge as something for the player to collect every 10 points or whatever, to give the player something else to do
  • There is no variety whatsoever, I got the whole experience from 30 seconds of gameplay and there's no reason to go back. I want to see a bunch of different enemy types! Maybe you have to kite a few smaller enemies into a bigger one to take it out, that sort of thing. Anything to add some variety.
  • Visually it doesn't really have anything going for it, sorry. I know it's a jam, but visuals can add so much life to a game like this - look at Geometry Wars for inspiration! Particles when enemies die, changing colours in the background, background elements that move as you move past them, that sort of thing takes a game like this from being pretty forgettable to something that you keep coming back to!

I hope this doesn't come across too critical, I think there's a decent little idea in here struggling with lack of... game... to really make it shine 馃槄 feel free to reply if you ever implement these suggestions and I'll give it another go!

Another certified banger - seriously this game oozes with style. The poses and time freeze are just perfect, being able to spin the camera while time is frozen was an excellent choice. The addition of the new weapons forces you to move around and play differently, which in turn increases the difficulty and stops you from taking the safe option, which is genius design. I honestly can't fault this game, expect a DM from me lmao

Hey, I love this game and think it would do really well on CrazyGames - I can't find any contact details, please reach out to dom@crazygames.com if you're interested :)