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Funky Productions

22
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2
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A member registered Feb 12, 2015 · View creator page →

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Thanks for checking it out, glad to hear you enjpyed it!

Nice game! I had a tough time getting good reviews in-game, but I like the concept a lot.

Yeah, this is very much a "proof-of-concept" in its current state. Having cooldowns would hinder spamming the same unit and increase the strategizing needed. Interactivity is definitely something that could be improved as well. Glad you found it enjoyable, thanks for checking it out and for the feedback!

Nice game! A good inversion of the original, and the execution is nearly flawless! Great job!

Very unique game! Unsure of what the goal is if any, but I like what you've done. The sphere being able to hover in-between two circles to grab the speed powers is interesting (but exploitable if the goal is to just survive). Cool game, nice work!

Haha, nice game. It's a little tough to control the 4 ghosts at the same time, especially when Pac-Man is nearby (hastily chosen routes causing the ghosts to run into Pac). Stopping or slowing down the timer while deciding where the ghosts should go could make it a bit easier. 

In any case, good job on the game! Great concept! 

But... I just made one... and now you want me to make another? D:

(Great entry!)

I'm always interested in games where you control the limbs separately, so this was great! I managed to get to the wet floor before giving up, haha. Nicely done!

It's exactly what I expected, haha. Nice work on the game!

Very cool! Great presentation, and being able to customize your own pattern is awesome!

This was great! Sort of Typing of the Dead meets hidden object games, very unique! Misspellings didn't do me any favors so the ability to erase would have been nice, but the added pressure worked in its favor to an extent. Great concept, great execution!

Yeah, the variety even in similar games is so fun to see. Just goes to show that even the smallest change can create a completely different experience! I totally get your interactivity comment, though I'm unsure of what I'd implement without giving you too much control of the troops. A problem for another day, maybe.

Anyway, thanks for checking out the game and thanks for the feedback!

Unfortunately the zipped .exe-file's name doesn't match with the that of the _Data folder, so it's hard to get it to start, but I managed to make it run by renaming the two tto the same thing (e.g. "Trapped Revenge.exe" and "Trapped Revenge_Data"). 

The game itself has a neat concept! Reminds me of "horde mode" from various games. Definitely has potential if expanded upon. Nice work getting a playable build in before the deadline!

Nicely executed concept, though with some minor balancing issues early on that made it difficult to experience what the game had to offer. Still, I managed to reach wave 20! Great job!

Nice game! It's a bit hard to strategize with the "next inputs", plus I felt the time given to select a piece was maybe a bit short (at least with the mouse dragging), but overall it's a neat idea executed well enough. Great job!

Thanks for checking it out! Yeah, I had grander plans in mind but I ran out of time before I got to them. Definitely something that'll be improved if I turn it into a full game (currently no plans).

Cool game! Nice story and great "player" AI, had a tough time hitting them. Bit of an unfortunate situtation with the browser resolution (I had that problem on Edge), but zooming in worked well enough for me.

Neat game! The bug is unfortunate, but I think I managed to get an overview of it anyway. The back and forth between two forces is a great concept, however it seems to be balanced a bit much in the heroes favor and it's hard to strategically place your troops when the heroes run off-screen. Still, I can definitely see this being a fun experience with a fully realized version. Great job!

Great concept and execution! Controlling the player's enjoyment level is such a good way to disincentivise just spamming the enemies.

Oh that sounds cool, will have to check it out when I'm able to! Also great to hear that it seems balanced! Given how simple the Hero AI is,the Boss' forces had everything in their favor before some last minute changes.

Regarding blurry sprites, yeah there's definitely a way to do it, I just missed fixing it (when I use Unity, the game camera takes up roughly a quarter of my laptop's screen - easy to miss some things this way).

Thanks for checking it out and thanks for the feedback!

Yeah, I get what you mean. I'm not the best artist around (especially not when accounting for the time constraints), so unfortunately what you see is what you get! 

I also agree with the interactivity comment. I decided against having the boss' attacks be button presses, but for some reason didn't think of having the troops button-mapped. I also thought of adding the ability to select where you spawn the troops which would add some more to the decision making, but I ran out of time. In short, there's definitely room for improvement were it to be developed further. 

Thanks for checking it out and thanks for the feedback!

Thanks for checking it out! I agree with the tower defense comment, which wasn't really what I expected when development started, haha