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evengy

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A member registered Apr 15, 2021 · View creator page →

Creator of

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Aaand here's the steam page 👌

Wishlist on steam

The music and SFX fit so well!

Very cute. I like the general feel, and the style consistency 🙂

The starting scene is so funny lol 😂 

A quick update - had to resubmit for the steam review of the game description

Thank you so much for giving it a go 🙂 

Ye, the balance is on an easy side, I put too many premade wave setups 😅 And probably should've made a blink on forecast to make player know there is something. 

Btw, there are more ambient music when you select abilities for auto cast - each ability with auto cast has its own track ☺️

Thanks 😎

Ye, 100$ is just a placeholder for the progression system. I am planning to continue this prototype into a full game.

Appreciate mobile friendliness ☺️

Very cute game!

And awesome implementation of the dragging mechanics - feels really great.

I also liked how clean and clear the game was - you instantly get what you gonna do 🙂

Niiiiice

On itch there will be a specific field when submitting, but on discord you can ask any time - you can plan your improvements in sprint planning, you can ask for play testing, you can ask for the feedback swap and so on :) 

😂

Haha ☺️ thank you so much for giving it a go

So much style! well made, very professional. 

I didn't manage the boss fight but here's my playthrough :) I really enjoyed this one!

So addictive :) I couldn't stop before I finished it all :D

Really satisfying mechanics! Very unusual but when I got used to it it was so much fun :)

Thank you for the awesome game. Here's my playthrough, I hope it will help you if you want to develop it further :)

P.S. I found the last level not as ultimately hard as the one before it :) 

Thank you so much for giving it a go! In the hard mode the doors are a bit further 311-348 instead of 211-238. I will doublecheck the labels, there are a lot of doors :D :D :D I might need to rework this level layout in the future though :)

Ok, I might have "hot fixed" it 😅

Ah ye, thank you so much for noticing this.

I will try to create a fix for this tonight. I think I need to show buttons at the end of the animation so no accidental clicks would go through.

Hey thank you so much for the game, I really wish I could rate it, such a creative idea :)

I didn't have much time for playthrough tonight, but I enjoyed the vibes and I will definitely try to come back to go through all the levels :)

I like the atmosphere and tone of this game a lot!

I found controls a bit laggy and not sure what to do exactly - I figured the desk part because it showed the proximity so I could locate it but I couldn't find the computer to interact with ;D

Please let me know where I was stuck and I will try to get back to this one to continue :) 

Awesome art and combat system. I also struggled with the goal like someone mentioned below, but I really liked the concept and definitely coming back to enjoy and explore this one more :)

It is very atmospheric! And I really like the idea of going into someone's dreams. It's really a great start for a horror game. I can see it's becoming "stramable" after it's polished :)

The controls explanation is clear, though I agree on the use of items is not being intuitive. Maybe instead of "tab" to switch I would use a hotbar with items, then I can see which item I have and which key it is binded to.

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I like the dynamics of this game :) And very well done for the first project! :)

What works:

  • it is really satisfying to use upgraded character on the dragon.

What didn't work for me:

  • the controls worked differently from the explained tutorial text. (though it is quite easy to figure them out)
  • the initial characters without abilities cannot protect themselves and dodging is not an option from dragon's AOE. which means you have to sacrifice some minions to get some other upgraded.
  • I was struggling with the camera move because I needed to move the camera sometimes when I also was trying to point minions in another direction. I think these two control points should be segregated - you shouldn't move camera and minions at the same time. Though I might be missing something, please let me know if there is a way to move the camera without minions following the mouse, I would like to try again :)

What would I improve:

  • the dragon rotation and abilities. I would leave the helmets spawn it works fine, but the AOE is too powerful
  • I think too many things happening at the same time which could be segregated - picking up helmets and trying to upgrade some minions and trying to attack is too much. maybe there is a way to automate these. For example instead of spawning same minions, you can create several spawn points and give them objectives - pick up helmets, attack dragon... 

Nice concept :) And the artstyle is cute :)

Not a major thing, but I think this game can be improved on clarity - for example, some times you need to just bring things to the location, sometimes you need to press "E" multiple times to clean the area. 

The controls feel great! Appreciate that :)

I think would be fun to add some incremental upgrades. Especially ones that can be researched offline - that might add a lot of retention.

I really liked the combat mechanics when I figured it out 🙂

Thank you for the game 😉

It feels like a lot of artwork went there

Thank you for the game, I really enjoyed it 🙂

I think your puzzle design is great there and I don't think there's a need to randomize levels after failing. Randomized levels might take away from the player experience in this case, unless done carefully. Maybe something like punishing with resources, or score deductions (like if you finished lvl in one go - 3x multiplier, in more than 1 - 2x, more than 3 - 1x, more than 5 - 0.5x, more than 10 -let player to explore next but don't give  score) then rats become valuable resources because you want to solve with least runs.

Regarding the tp - I think you can make some "radar thingy" that would notify player - there's a tp nearby, even if it is a simple  "!" sign above the player when in close proximity.

It was the same as the last on the video. If I remember correctly you need to go up through the double surface all the way and then right to pick up the thingy and then go back down and to the right also through double surface. I am not sure if that item on top is required but I couldn't either finish without it or get it without dying on the way back 😅

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Awesome art! a lot of content :)

Loved the voice acting! 

The only thing - I was really stuck with the morse puzzle :D Let me know who to solve it or what am I doing wrong, I really want to continue the story :)


that bird has SPEED.

really fun concept and I enjoyed playing it. very well made and very polished bird!!! loved it

A very "feature rich" minesweeper :)

I liked how art style fits the gameplay. And I appreciate the tutorial - it is very clear and guides player very well. But at some point you want to skip (maybe you can show tutorial once per round, but not after you retry the same level)

Not sure if it's my browser because also it didn't record sound for some reason ;( but sometimes the controls went extra step which caused me to blow up multiple times. I don't think it's a big issue though.

Another thing I noticed is that rats are not really adding to the game much - you can traverse the map by making mistakes and memorize where the mines are and you will carry on all the rats.

I loved the teleport mechanics though you don't really know where it is. Say there is an information about mines around the cell, but there is no info on the teleport. Given that I "don't want" to investigate those cells because I don't want to step on the mine, but at the same time "I do want" to investigate those cells because there might be a tp. 

All in all I really liked it and I will try to get back to it to beat more levels when I'll have a bit more time. I really enjoyed this game, thank you for submitting it :)

P.S. sorry for the audio missing, I didn't noticed that when recording ;(

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I liked the graphics and dash looks really cool. But the controls are not synced well with the camera. I would guess you are using cinemachine free  look camera that has locked rotations, I think the default camera would've been better choice here or not locking camera rotations. Also because it cuts big part of the view when the player is near the edge.

Loved the music a lot :) and also, the way you go to the next level.

I managed to get to the next level and even beyond the map :D

Love the art as well as other comments mentioned :)

My only complain would be the controls - it didn't feel intuitive like in other games with same mechanics. 

I liked the attack mechanics a lot - it is very satisfying. Took me a while to figure it out though :D

I really enjoyed this one. I appreciate the controls :) Though I felt like it could have more dynamic - maybe to have reset of wave abilities after jump in mid air. Because it is sooooo satisfying to move mid air through the map swapping from one wave to another. 

I was stuck on one level after I realized that my recording stopped, I didn't manage to finish it though :D 

The juice is massive in this game :) 

The gameplay is very addictive, though it is very difficult to navigate  with the given controls.

I loved how the upgrades are popping up and I truly appreciate time dilation during the upgrades! Awesome upgrades mechanics, I liked the lazer one. 

I would suggest to improve player agency and control. You have the main challenge to navigate and dodge while aiming and timing shootings. But with active abilities you also adding another challenge of timing abilities. That  creates a bit of chaos for player in the late game. 

Overall, I really loved it, and I hope this short playthrough will help you to see the player perspective:

Thank you so much for the feedback ☺️ 

Ye, I am planning to do some improvements about controls as well, at least to make them customizable when the players can choose at least between WASD and mouse...

Thank you so much for the feedback ☺️

I agree - the music and SFX should be definitely adjustable in the settings 💡👍

I like toggle idea 💡 appreciate it 🙂 thank you, I will definitely add that!

ASMR was a risky move 😂 

I am thinking to remove it in the future versions 

Thank you so much for giving it a try and for the feedback 🙂

I definitely want to explore the idea of getting WASD, but the hotkeys for the power ups should be there, unless there is a bug (I'll double-check)☺️

I needed to spend more time on the UI 😅 I knew that I should have put the info on that somewhere on UI, Should have prioritized this on the hindsight...

Really like the aesthetics and oscilloscope's controls are very satisfying to use.

But I think I was stuck after the tutorial, I have inspected all the items from the list, and the test code was entered. I see the countdown, but not sure what to do - the buttons and any of the switches are not accessible. Let me know if I missed something, I would love to come back to this game to continue :)

Also I really wish there was a full screen, I loved the art as well!

Great job :)