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DrewG8

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A member registered Feb 23, 2017 · View creator page →

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Not sure if this is the best place, but i think I may have found a typo in the second sentence of page 83 (it says "does" and should likely say "does not")


But I don't wanna leave it at that so I also wanna say that this is probably the coolest TTRPG mechanic I've ever read. It probably says more about me, but when reading a new TTRPG book, I usually gloss over the mechanics in favor of the lore and world, but Realis's systems had me in rapt attention.

Solved with bm9vZGxl. Great little game, I second the other commenter who wanted a daily wordle-like version

Wooo new Jeremy game! I love all of the attention to detail and game feel here. Every hit feels super satisfying and as a UI designer, I really appreciate how much love was put into that aspect. The ship feels nice to control too and has a satisfying (and scary) momentum to it. I'm interested in whether you wanted the game to have a vicious cycle with the fuel amount decreasing as you get hit.

Other than that, I do have two little critiques. First, it's a little hard to tell when the ship is in a state where you can defeat enemies. Some visual indication there would be nice. And second, I can tell that part of the appeal of the game is scoring combos, but the enemy spawn curve is really slow for a while, so you're forced to either deliberately wait for enemies to accumulate for more combo potential, or just defeat them one by one until the spawns pick up.

It's a great entry though. Great job!

In the post jam version, the city seems to be overrun with what I can only assume is the final boss, its both impassible for its difficulty and its lag. Otherwise, this game is probably the best of this Ludum Dare. I really enjoyed the combat and the sense of progression!