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dstears

43
Posts
85
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A member registered Jun 09, 2020 · View creator page →

Creator of

Recent community posts

Are you asking for a way to re-roll to different rewards?

There's no way to give me money, but I appreciate the thought :)

That's a lot of daze!

Yeah, in the current state of the game, defensive strategies seem to be king since I didn't put damage scaling on most of the enemies. 

You are the first person I've seen to really abuse the cutting tool, so congrats on that :)

Thanks for playing! And thank you for the suggestions. Adding the ability to right click + drag to remove multiple tiles is a good idea and I can probably add that. 

With respect to your mod suggestions, I'll have to do some investigation. I'm not sure how well my infrastructure would support those behaviors and I'd also need to make sure it is still intuitive to new players.

While it is not an elegant solution, if you want to experiment with your grid without messing it up, you can leverage how the autosave works. The game is only saved immediately after you pick a reward and when you press the Start button. This means you can mess around with your grid, quit to the main menu, then hit continue to restore the grid state. 

Congrats! Defense builds can be quite powerful.

Congratulations! And thanks for playing!

Thanks for playing and thanks for the feedback! It seems I'll need to expand my collection of controllers to make sure it works with everything. I was only able to test with an Xbox-compatible controller and a PS4 controller.

Correct, you have to reach the pink hummingbird at the end of the 2nd section to get dash.

Also, your video showed me a bug I needed to fix, so thanks again!

Thanks for playing and thank you so much for the video! You are quite skilled. I'm impressed you were able to learn the mechanics so quickly.

Hmm, strange. I just tried it and both left and right shift work for dash on the keyboard.  Are you using just a regular USB keyboard?

Thanks for playing!

Thanks! 

I'll be working on something else in the short term, but there's a chance I'll come back to this :)

Nice! Triple steam is a solid strategy.

:D Congrats on reaching the end! It makes me so happy to hear people are having fun with it.

Excellent.

Thanks for playing! Do you have any specific QoL suggestions?

Thanks for the feedback. Increasing the maximum health after each boss may be a good idea. As you said, the enemy DPS goes up as the game goes on and the player will bleed health faster in later waves. 

Being able to flip tiles or move the source nodes would give the player more freedom, but we have to be careful about making the puzzle aspect too easy. There needs to be some friction between what the player wants to do and what they are able to fit in the limited space.

Thanks again for giving detailed feedback!

Thanks! Yeah, our music guy RobotGamerDev implemented some cool dynamic music switching. There is also a subtle difference between combat and non-combat modes during non-boss encounters.

Thanks for playing!

Thanks for playing! I'm glad you found a lot of replayability in the system.

Thanks for playing!

Thanks! I'm glad to hear players are finding multiple ways to win.

Thanks for playing!

Thanks for playing and thanks for the suggestions. Also thanks for the screenshot, it's cool to see how people chose to build their engine! Playing defensively is quite strong right now, perhaps more DPS-checks are needed.

Thanks for the feedback! I agree that it can be a bit difficult to parse what is happening once there are lot of tiles and enemies triggering at the same time.

Thanks for playing! Congrats on beating the Deer God.

Thank you, and thanks for playing! I also found myself in extended "playtest sessions" during development ;)

Very cute, great aesthetics. The gameplay is very fun and everything works quite well.

Pretty neat little game, could have potential if fleshed out a bit more. It would be good to have more incentive to build out your ship. Right now it seems like stacking all of the same cards on a single square gives too much benefit to pass up.

Quite a cool concept! And you made some tricky puzzles too. I liked the ones where you needed to use the same block multiple time but with different shadow angles.

Wow, great presentation!

What a great concept! I can see this being the premise for a full puzzle game with lots of combinations of interactions.

Very well done! The art and music are great. Hooking your staff on the hooks is a pretty unique mechanic.

Really wish it had controller support.

Thanks for playing!

Thanks for the feedback! We'll keep player communication in mind if we update this in the future, that's a good point.

Glad you liked it. Thanks for playing!

Thanks for playing! Smiley is happy to have a friend. Congrats on reaching the end!

Gotta watch out for the thorns on those hedgehogs! It's often a good idea to disconnect fast-attacking actions like the wind blades if there are still hedgehogs alive.

Thanks for playing!