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epigrodel

55
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6
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A member registered Dec 10, 2024 · View creator page →

Creator of

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Overall, I enjoyed eliminating enemies without any hassle.

Right now, the game certainly lacks progression, especially with enemies.

I didn't like the beginning, where the player had one weapon that fired in an unknown direction. I didn't like how enemies would get stuck in walls and seemingly be out of reach. I didn't like how enemies could spawn on the character.

I didn't like the constant interruptions to gameplay (although this is a problem for all games of this type). The game doesn't let you destroy all the enemies and collect all the gifts.

I think the fewer choices the player has, the better. As strange as it may sound. Then the player won't have to choose for too long, and he will get back to the game faster. And then you can have multiple waves per level.

I think the barrage of enemies and projectiles in these types of games looks good. But it seems you're already having trouble with the current amount.

The keyboard layout affects the controls!

Oh, I'm impressed with this game. It uses very simple mechanics, but thanks to good effects and easy player victories, it leaves a very good impression. The current version already has enough content to keep me engaged. The cheap upgrades are also welcome.

The fireworks seemed the most useless to me. I got the hang of the Sonic Trap the best. Although, I mostly focused on upgrading character's attack, so I easily one punch enemies at any range.

It was fun to play this game once. I don't think it grabbed me enough to win. The locomotive and the wagons crash into the aliens very easily, and I can't prevent it. The projectiles often miss. I think this is why I lost control of the game and lost. It's frustrating.

The maneuvering field is very small. Aliens can spawn right on the player.

Some hit sounds, and maybe gunfire or maneuvering sounds, would be nice. I don't know about other players, but I prefer background music, and here it's louder than the explosions.

You can add upgrades between levels.

What was my problem? I didn't understand that I had to give the item to the person and that I had to click on the person specifically. It wasn't obvious.

In the full version, you'll definitely need a tutorial, and probably help the player through the gameplay loop over and over again.

Forcing the player to make mistakes is a bad idea.

The game should let the player know what they did right and what they did wrong. Your game doesn't do a good job of this. The green and red lights are kind of muted and appear for literally a couple of seconds. The sound doesn't help either. If the game automatically entered this result into the book, it would be intuitive. And of course, it would be nice to immediately show it to the player.

The game has a nice atmosphere. But I quickly got tired. Constantly rotating the camera, constantly opening and closing the book, constantly memorizing the fear-item pair and the fear-item-result trio, forcing myself to enter the result into the book at the right moment.

I'd recommend getting rid of the camera rotation. Place everything that's needed in the window in front of the player. Perhaps even keep the book open at all times (if the book is needed at all).
Well, I hope you give the player a clear goal in the full version of the game.

(And by the way, after closing the book, the player needs to click on the game to restore the camera rotation.)

I read all the instructions on the game page and all the comments from other players, but I still don't understand how to play.

Beautiful room and pleasant music.

Yes, that's exactly how it was.

I liked it. I got bored by wave 6. I thought about quitting after winning wave 8, but I lost.

I liked the simple, silly graphics.

The controls are difficult. It's really tiring. If you double-click down while on a roof, it actually slows down your downward movement. And in some places, pressing down has no effect. I had to repeatedly click down to speed up my character—quickly drop the gift and move down. And again, don't stop! Don't waste time—fall to the floor below.

I don't want to wait for the right moment to jump after I receive a gift, or the opportunity to throw a snowball, etc.

Overall, the game, despite the huge number of cooldowns, seemed dynamic to me. But throwing a snowball is very difficult and breaks the flow.

I hope you understand that you shouldn't torment players by making them wait for the timer to run out.

It seems like the full version of the game would be about completing quests and progressing through the story.

Narrative is one of the things that can help hold a player's attention.

But overall, I found it boring; there were no quests, and the flashlight was useless in the version I was given. All I had to do was walk back and forth, tediously, for a long time.

I liked the game. Simple and cute.

Of course, the full version will require a tutorial.

The game doesn't fit the theme of jam.

I played a little. It's a calm, cozy game. It captivated me for one session. I'm not sure that the game has potantial for development. You can add character speed upgrades, bonuses, etc.

I didn't really like the graphics.

Yes, you're right, the exit is at the door. But I haven't tested the latest changes I made. So now it doesn't work.

Several players must have been eager to play the updated version, judging by the number of dislikes. So, I'm sharing links to the full version:

https://playgama.com/game/mars-colony
https://lagged.com/en/g/mars-colony
https://www.y8.com/games/mars_colony
https://yandex.ru/games/app/471073

Adding a tutorial to a game during a three-day jam is unrealistic! I read the description before playing, but I didn't remember everything it said. Luckily, I remembered reading something about coal, reread it, and played a second time with shuffling. Only then did I write a review.

Why wasn't I impressed? - Perhaps because in the second session, I had little experience with shuffling and used it at a different time than a professional player would. So, yes, I had trouble removing the coal. And I don't know how much better an experienced player would have done.

A game like Vampire Survivors. I think the enemy spawning is well-balanced. The player doesn't have to wait, and the player can avoid enemies. To collect experience, you need to lure out enemies. I had a hard time doing this, but maybe other players will do better. I think accumulating points is one way to implement the theme.

It seems like the leaderboard in your game has caught everyone's attention.

The "skip" option is confusing. I didn't immediately realize that the red text is debuffs. The dice should roll automatically.

I lost before I saw the leaderboard.

A game of filling the board until you lose. I don't know what to call it. It's boring. Waiting for the dice to fall and shuffling takes a long time. Local scores. No sound.

You could try developing the game in a different direction. First, make the dice (or other pieces) shuffle more easily. I mean, work on the physics so the dice slide over each other better, bounce off each other, maybe activate a magnet at certain points, etc. Second, you could add bonuses that would add dynamism. Third, maybe you shouldn't block player input at all. And change the goal of the game.

A game of filling the board until you lose. I don't know what to call it. It's boring. Waiting for the dice to fall and shuffling takes a long time. Local scores. No sound.

You could try developing the game in a different direction. First, make the dice (or other pieces) shuffle more easily. I mean, work on the physics so the dice slide over each other better, bounce off each other, maybe activate a magnet at certain points, etc. Second, you could add bonuses that would add dynamism. Third, maybe you shouldn't block player input at all. And change the goal of the game.

I didn't like it. In blackjack, the player has more influence on the outcome than here. I see what you added, a nice focus effect, but you forgot about the functionality. The points and health are small, and I can't glance at them when I need to. The percentages aren't informative. There's no leaderboard, as far as I understand.

An interesting turn-based strategy game. Pleasant visuals and sound.

The restrictions on craft tool are invalid.

There aren't enough descriptions. I often forgot that me need to invest low-value dice in starting a fire and the like.

It's better to separate active and passive skills.

Points against survival, in my opinion, is a bad idea, as it's like pursuing the opposite goal.

The leaderboard works.

A good puzzle game. It's for those who like to keep track of the relative positions of the dice faces in their heads. And calculate which face will end up where as a result of a move.

The game does not allow you to make your next move for a very long time. Add keyboard controls and you can speedrun the game.

As far as I understand, you need to press the numbers at a specific time. I think the game should clearly tell you when to press a certain number. I couldn't hit the melody.

You yourself wrote that you were asking for a rating, as you do in hopes of reaching the top. As I already wrote, this won't allow you to manipulate the results. Yes, that's not cheating. So, yes, I didn't write it very correctly. I'm not accusing you of cheating. And I apologize if it seemed that way.

I meant that the results could probably be manipulated in other ways.

I didn't say what you wrote in point 4. Although I do think that creating and making money from games isn't as simple as it seems from the outside. (I develop games alone. I don't understand you because I have a completely different level of skills, even though I wasn't able to demonstrate them in the jam.)

You're mistaken, that's not true! If you really want to win a prize, make a good game. Show some respect! Other developers have made very good games and deserve a reward. There are probably other ways to cheat, but the community will probably invalidate the result.

I liked it. I liked the basic idea. Right now, it's unclear when and why a certain weapon is loaded, or when there's ammo. You shoot an enemy, but they don't die. Is there an enemy with a shield? And how do you interact with them? Apparently, some kind of bonus freezes enemies. A lot of things are unclear. I think it would be better if you never ran out of ammo; it would be much more dynamic. Beautiful graphics and good sound.

Idk why the rating is so important to you. Gameplay-wise, it's just the beginning of creating the basic mechanics of a shooter. The game isn't in a good condition to comment on. It's full of bugs. The game only formally corresponds to the theme.

Classic Minesweeper. Just buggy. The tiles display the number of mines incorrectly. The window doesn't adjust to the screen, not to mention there's no full-screen mode. The dice roll simply sets the outcome.

You could add rules and controls to the game description for those who haven't played Minesweeper.

There's no leaderboard.

It's funny, a good take on the theme. I liked it. I tried to simplify the gameplay as much as possible by spamming a bunch of weapons, but it's not that easy, since it's better to throw projectiles toward the enemy, and it's better to move the player (the dice) in the opposite direction, all with just the mouse. The abilities are hidden behind the numbers on the dice, but they're well-related, making them easy and quick to remember. I liked the minimalist neon graphics.

There must be a real leaderboard.

Fun! I liked it! Catching ghosts isn't that easy, since you have to line up with the trap and the ghost and wait for the capture to line up with it. But that didn't put me off the game, and I think other players will enjoy it too. I think a little simpler wouldn't hurt. For example, the ghost's pull won't be interrupted by a projectile hitting the player.

The AI must have created the background, but still, good job getting it. Cool sound.

The leaderboard must be fake.

Bugs: 1) The final screen doesn't block input.

2) Closed traps don't disappear.

3) Two traps closed at once.

I'd like to have better control over the vehicle.

It's annoying to have to stop the race to upgrade. Collecting dice for upgrades and spending points on purchases is not a bad idea.

There's a leaderboard. Although it's strange that you have to score as few points as possible.

So the entire game is keyboard-based, but to rotate the dice, I have to switch to the mouse. Adding mouse controls would also be nice.

The controls are bad: to move slightly in one direction, you have to move in the opposite direction, then back.

The game froze once.

The random selection of one of the game's six modes—I don't think that's the best implementation of the theme.

I couldn't get data from the leaderboard.

The idea of having opponents roll dice is a good one. But for it to be interesting, the player needs to have some influence on victory. - That's the first thing that needs to be done.

I'm saying that the game relates to the topic only superficially, formally. Replacing the dice with fruit wouldn't change the outcome. Whatever the skin, it can be randomly selected from a set.

The dice have their own values, but this doesn't affect gameplay. For example, if you roll a 3, you deal 3 damage to the enemy. Or if you roll a freeze, the enemy misses a turn. The dice have this specific feature, but it's not utilized. That's why I think that the game relates to the topic only superficially, formally.

P.S. If the fruit in my imaginary example had powers, it would be closer in meaning to a dice game.

Yes, it is bug. I'm glad that behind the buggy logic and lack of normal visuals and animations, you were able to see the main idea of the game.

Great! I really enjoyed it. It's a shame you didn't notice that the tutorial button obscures critical information. The information about the feature was really important to me. It's a long wait for it to appear! I'd like to point out that the dice can be half off-screen. I don't understand where the health potion is?

I think your game has commercial potential (maybe not with pixel art graphics).

I'm not sure what kind of feedback you're looking for on the game. The big cube is probably supposed to follow the small one, but it doesn't. I don't understand how to play. Right now, the game is more formally related to the jam theme.

Hi! I don't think this is a creative interpretation of the theme. Are dice rolled in the game? - No. It doesn't really matter that 3 > 1. It's just skins.

The game does indeed have a leaderboard.

Beautiful design and music. But I didn't like the gameplay. What do you do in the game? - Solve arithmetic tasks. How can a player influence the game? - Roll or pass.

Why should I put negative effects on the board?

Right now, your hint is blocking button presses. The leaderboard must be working. I did see other players' scores once.

You really worked on the graphics. But the game has absolutely no connection to the theme. For some reason, I felt like the character wasn't responding well to the controls. The difficulty is too high. The character's movement is jerky. After death, the controls don't cut off, and you can still collect coins and take damage. I have no idea how to defeat the boss. The disabled cursor in the menu was confusing. There is no leaderboard.

I liked the game. It's a good turn-based strategy game. Good visuals and sound.

The leaderboard is local. The point depletion over time was annoying. Point depletion over time is absolutely not suitable for turn-based strategies.