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Foxcrest Studio

18
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A member registered 69 days ago · View creator page →

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It took me three tries to get past the second battle, and then with a fleet of horses, I had no problem continuing on.  The concepts are interesting, could definitely be really good with some more explaining and balancing. Great job!

I would often be clicking from a previous microgame (like the fish dodging the coral) and immediately fail the cat microgame. Having a few seconds for me to process that I just lost my final life before pulling the start menu back up would be nice, especially when I just lost by clicking for the fish microgame when the cat microgame comes up. 

Interesting idea- that bird is a real menace. The logs in the frogger section can sometimes push the frog before they are fully on the log, but otherwise I had no issues. Nice job!

Nice work! This has the feeling of an NES game, and the writing was funny.  Anyways, time for my 3-hour lunch break.

Using your past self to create platforms is really cool! I'm not sure what reliving today would have done, I escaped to tomorrow to get away from the shadow monsters.

Cool idea! The puzzles are very subtle, I liked the torch puzzle in particular, and how you have to remember that information in a later room to escape the dungeon. The art was really nice! I liked the crt effect and the 2D lighting!

Neat concept combining pac-man and snake! For me, the resolution was very tiny, I would have liked if it was scaled up a bit more. Nice work!

I love the wobbly artwork! the flip and bounce mechanics are really neat, and I like the use of the red spaces in the level design. Great work!

Nice fun game! Having some tutorial text at the start and allowing multiple ways to resize/close the loop was really nice!

Great puzzle platformer! Wrapping my head around how to properly use the inverter twice for the puzzle with three gates is what stumped me. I agree that supporting WASD would make it feel more approachable for people who are used to that control scheme, but I was able to handle the arrow keys and C/X/Z. Nice work!

A fellow Ouroboros-game-creator! I really liked the art in this game, and you were able to figure out some really interesting puzzles based around eating your tail. The closing gates and rotten apples were really fun ideas. Great job!

This is a really cool idea! It sort of reminds me of Ribble Rabble for the SNES. Unfortunately, I'm playing with a trackpad instead of a full mouse, which makes the lasso mechanic pretty difficult for me. I'm not sure if it was my trackpad or the game, but I would often be halway through drawing a lasso and it would turn red and not let me finish the lasso. The art looks great! I really liked how polished the main menu was too

The controls for the fish felt a little off, I would have liked to be able to hold space to swim upwards, or otherwise keep swimming upwards whenever I tapped space. It felt like I had to wait for a cooldown before I could press space again and have it work. The bird level was fun! Some way to show how much flight time you have left could be a good addition to give the player some feedback. I also mistakenly believed the long vertical white lines in the fish level were fishing line, and tried to avoid touching them until I had to swim through one.  Thanks for making this!

This was a neat little experience! I had some technical issues, like the game's resolution being a little wonky on my machine, and rings being dropped outside of the walkable area so that I could never get to them. I would have liked to have some instructions in-game for how to attack, and some way to know what rings I have and what rings are active. Other than that, the art was very charming! I got to wave 3 or 4 and had a good time!

I would have liked to see a little bit more- the concept is very interesting! Having some UI in-game just to tell me the controls would have been good, I had to read through the description to figure out how to play. If you come back and work on this more, I bet it could turn out really good!

This was a cool idea! I ran into an issue in the second wave where I guess some luggage got "lost", and I didn't receive as many pieces of luggage as were required by the arrivals, so one person had to wait an extra long time to receive their bag.  It feels like the bags that get spawned are sort of randomly generated, but I would have felt like I was making a more strategic decision if the exact bags people were expecting for that round are what got delivered. I really liked how you animated the conveyor belts going around corners! This was a nice fast-paced little experience.

This was a lot of fun! I didn't play in full-screen, so the text in the bottom right was a little difficult to read when I got a new power-up, but I was generally able to figure it out by playing. The amount of different enemies you were able to make was really impressive! I especially liked navigating around the turrets that would lock onto me from across the map, they were what I prioritized attacking. Thank you!

Very fun! I was able to get to the 5th loop before I failed- I wasn't totally clear on what caused me to fail, but assumed that maybe I was supposed to be trying to protect the grey rectangles? I ended up making a ton of god fathers to support my tank production, and didn't really use the regular soldiers much beyond the 0th loop. Thanks for making this, I really enjoyed it!