Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

DrillMindGames

10
Posts
4
Followers
A member registered Jun 16, 2025 · View creator page →

Creator of

Recent community posts

Thanks so much for taking the time to play and leave a review! I'm glad you enjoyed the game.

Thank you so much for such a great and comprehensive review!

For distinguishing archers from melee enemies, I think it's actually fairly easy to do by the distance to them; archers have a large "dodge space" in front of them.

I did have health power-ups planned to be scattered around, but I could never find the right visual and sound effects to make them look and feel good, so I ended up scrapping them.

To add more variety, I thought about making the level multi-tiered, giving the player some route choices during the run, but that would require a significantly more complex level generation system and a way to evaluate the future route.

I also sketched out moving rocks that you would need to jump over or slide under, depending on when you approached them, but I looked at them and decided they were too complicated for such a short and simple game. There was also an archer high up on a rock, shooting from there with no way to kill him, but he ended up in the trash as well because he didn't seem very interesting.

In the end, it seems like I didn't really want to complicate this game too much, haha. I don't know how common that is in game jams.

Regarding the controls, I can't really say much. I'm an avid PC gamer, so I just went with the spacebar + mouse controls that I'm used to. Leaving only mouse controls (making it more mobile-like) never even crossed my mind, because, well, I'm a PC gamer! Plus, precise timing and confident control are so important in this game, and I feel like drag movements would make that nearly impossible and often frustrating.

I'm very glad to read your review and thank you!

Thanks so much for the thorough feedback! I totally get what you mean about the initial pace, the intention was to ease players in, but it can leads to a bit of a 'getting through it' feeling. You're right, I think it's a common problem in a lot of games - wanting to skip the early stages once you're familiar with the mechanics. I actually considered shortening the loops by 1.5-2x, but I second-guessed myself, thinking it was just overthinking things near the deadline. It’s hard to distinguish helpful thoughts from harmful once you have something ready, I found that thought harmful. I really appreciate you taking the time to share your thoughts!

Thanks! I've been thinking about adding more tips on initial screen (especially about the civilians), but I'm not sure if I can make changes after the jam submission..

Thanks! Earning the 'goojop' seal of approval was my mission!

Thanks! Glad you had fun! The arrows are definitely intended to be a challenge at first. I didn't want it to be too easy! Personally, I often rely on the sound and animation of the archer to time my dodges – give that a try!

Thanks for the kind words! It's great to hear you enjoyed the game and appreciated the atmosphere!

Thanks for playing! "Addictive and fun" is what we aim for! Out of curiosity, what part of the gameplay took you the longest to understand?

Appreciate it! Each of us here aims to make games that you just can't stop playing!

Thanks for playing! Glad you're enjoying the challenge!