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EntropyFree

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A member registered Nov 21, 2018 · View creator page →

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Ah, yep, I definitely had the wrong idea about what the arc charge was then! Either way, still impressive what you made in a month!

Thank you! I was trying to lay on the mathematical puns and references pretty thick, hahaha :D

Yeah, I often think about how to make learning with video games more fun. I have this idea for a sci fi game that sneakily teaches you about circuits. Dreams...

Being able to step off and reset in the middle was definitely intended :D Given more time I would have liked to have made more puzzles that required that bit of knowledge.

I wish I could have played with others, I think it would have been very enjoyable that way!

That first turret above the stairs scared the crap out of me. I was not expecting non-wave enemies behind unlock areas :D

I loved the variety of guns. That MAW was a beast.

I couldn't figure out what the Infiltrator's arc ability really did.

I wish I had an indicator of whether I had an arc charge or not. Sometimes I couldn't pick them up after making them, but I was pretty sure I didn't already have a charge.

As the engineer, I was able to place 2 turrets, then I couldn't pick up another arc charge. I wasn't sure if this was the above issue, or if there was a 2 turret limit.

The environment turrets take awhile to disappear after you kill them, leading me to often put in more ammo than I needed to.

Before you unlock other guns, that first wave of robots is rough. 

The operator wall was great on flat ground, but much less so when I used it near the stairs.

After the initial selection of class, there wasn't a description of them after that. I had to delete my save just to see what the description was for the infiltrator.

I got to a wall that said "use an arc charge", but I didn't seem to be able to activate it.

I loved that the zombies got stronger. First one hit, then 2, then 3, etc. I do wish there was a visual distinction for this.

There was a green/yellow bar bellow your gun's ammo, I don't know what that was trying to tell me. At first I thought it might be arc related, but that didn't appear to be the case.

Being able to start with the AR rifle was clutch.


Overall, the experience was pretty slick. I wish I could have explored more. I desperately want to know the lore!

I like the premise. When that night music pops on you definitely feel your heart rate go up. Those little ones on the ground gave me a good scare!

I didn't get very deep into the story so I can't really comment on that. The grounds felt interesting and it's the kind of setting that I'd love to pick up lots of little things that slowly reveal the lore. Letters, recordings, etc. 

I was able to use the furniture pile to get up on the outhouse, and then up on top of the roof. So it quickly became a shooting gallery.

While I was running around I found the sprint stamina a bit confusing. It seems like its a recharging resource. Some sort of indicator of where I'm at in that would have been helpful in knowing how much sprint I had. Like an audio cue or the like.

Watching the sun set/rise from the roof was really pretty and fun to watch :D

Awesome job!

An undo button that takes you back to previous stages is a pretty hilarious thought, lol :D

And yeah, you should definitely feel good about your progress!

Fun little puzzle game. Great level naming to drop hints. I didn't find the "undo" very helpful, as I usually pushed a block more than 1 too far, or pushed a block and then moved again and only the last move would be undone. I stopped trying to use it pretty quickly.  I'm torn about the blue holes. On the one hand, the mechanic of having a 1 time bridge was great for puzzles, on the other hand I personally didn't appreciate the time-sensitivity of them (particularly on the puzzle 11). But that's just me, I generally don't like time constraints in my puzzles (I prefer having a target # of moves, especially for a game like this with very discrete moves). Overall, great job! Keep it up!