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furkanakkurt

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A member registered Feb 13, 2022 · View creator page →

Creator of

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monki approves 😎

Hi! I found your program on itch.io and it looks really great. I just wanted to ask: are you planning to release it on Steam in the future, and if so, will itch.io buyers receive a Steam key? I’m mainly asking because I’d prefer to have it on Steam

Hey,

The asset pack and its related files are download-only for now. The current free version will always stay free. If you like it, you can add it to a collection

I may release an additional paid pack later with the more complete/updated version, so I kept this one as download-only to avoid confusion

image.png

The visual quality and animations are amazing. They look really polished and give a strong satisfying feeling. I also liked the playback after finishing a drawing — it reminded me of Gartic Phone a bit, and it was fun to watch the whole thing play back.

While playing though, a few things didn’t feel as good as I expected. I was hoping the gameplay itself would feel more satisfying, but right now it doesn’t quite get there. The biggest issue for me is that the character can’t move diagonally. When there are diagonal areas to paint, I keep accidentally painting the wrong tiles because of that. Diagonal movement would probably make the controls feel much better.

Another thing is repainting tiles. When I make a mistake, switching colors and repainting doesn’t feel very fun. It’s also sometimes hard to clearly tell which tiles I’ve already painted, so the gameplay ends up feeling a bit clunky at times. Because of that, the satisfying feeling I expected kind of disappears.

I also think a couple of modes could fit the game really well:

  • Single color mode: each player only paints with their assigned color (or a few colors), which could create some fun chaos.

  • Satisfying mode: you can’t paint the wrong tiles and never need to repaint anything. That way it could also work as a relaxing “turn your brain off” kind of mode.

Overall though, the visuals and animation work are really great already. Good luck with Steam

Fun Game, congratulations on getting featured on X!

neat! I wish it has more episodes to play!

(1 edit)

The game was really fun, I had a great time. However,

there were a few moments where the mechanics felt a bit confusing, especially when I was close to defeating the boss. I suddenly died, and I couldn’t figure out why. It felt like my health was decreasing just as I kept attacking, but I didn’t understand what caused my death. there was no object hitting the sun or anything like that, I just felt like I was constantly being hit. It would be better to show these situations more clearly with visual effects so players don’t get confused and it doesn’t negatively affect the experience

In terms of balance, the game is in a really good spot. It provides a solid amount of fun and satisfaction. The “fire now, I’m about to die” tension is really well done but with a bit more clear visual cues and feedback, some mechanics could be made much more understandable and satisfying

fun to play, good luck for steam

It’s annoying to give all the wooden items to robots to fight the final boss while trying to craft upgraded swords and shields. It would be nice if there was a target level and the items weren’t put in a stall until we reach that level.

Which ai used to create this? thx

damn, very cool pack! I hope you get to finish the game you’re making someday!

I’m really glad to hear you’re planning to update the visuals in the official version — I’m looking forward to seeing how it evolves. Keep it up!

Even though the mouse mechanics are technically working, my hand actually hurt. It would be nicer if middle wheel + A/D keys worked like this:

A + middle wheelMove Left
D + middle wheel Move Right
A + D + middle wheelMove Forward - Backward

Right now, when I try to move the mouse forward from a top-down view, my brain ends up moving it left and right instead of forward lol.

Other than that, everything else is quite fun. It would be nice if zombies left a corpse when they die - their vanishing breaks the magic a bit. I like the revolver being loaded one bullet at a time, though the level of detail feels inconsistent in some places. Also, when the flashlight runs out of energy, it would be better if it illuminated a smaller area; at some point, zombies I couldn’t see started pushing me, which felt a bit off. That we shoot from the wheelchair, some details are missing - like the slight rocking and recoil of the wheelchair. Those would be a nicer touch than the single-bullet loading of the revolver.

For unequipping, instead of using the X key, it would be super cool if our top priority -the wheelchair movementcould be assigned to the first key of the item keys, like the 1 key.

Overall, 7/10.

I wanted to share some honest feedback.

While the game has some interesting ideas-like generating terrain for the AI to collect orbs, gradually giving more cards to play, turning seeds into orbs, and the concept of winning through extra orbs - I didn’t find it very fun. The AI’s actions are quite slow, and waiting for it to finish the level feels like a waste of time. I think a game where your own moves immediately affect the outcome, like in Cut the Rope, Balatro, would be more engaging. Right now, knowing that what I’m doing will eventually win the game, but having to wait for it, takes away from the fun. I hope this feedback helps - it’s clear a lot of interesting mechanics are here, they just might benefit from more immediate interactivity

Brooo, the game was so much fun! Even though I know how to code, I hate typing on a keyboard, and the game nailed the stress balance - loved it. The music was really good, and the artwork was nice too. Maybe because I played on a laptop, the in-game computer screen felt a bit low. The distractions were so thoughtfully done, all of them were fun. I can’t say much about the tower part - I guess I’m not a great builder lol. For the first three minutes, I was bombarded with distractions, and it was such a blast! After a while, it can get a bit repetitive when the same distraction pops up. 

If a small simple grid showing the tower’s construction behind it could be added, that’d be even better.

Thanks for a fun time!

107 seconds on my first play!
I couldn’t get used to the controls; it’s challenging for me. Classic WASD would have been easier. After passing the speed boost areas, the front of the car suddenly changes, making me lose control. It’s hard to distinguish the front from the back of the car (I can see there’s a gray bumper, but the smoke is also gray). There’s no sound in reverse, don’t know if it’s a bug or a feature

You were right - the cars were a bit too fragile. I just dropped V1.1, and it makes them tougher and smoother to drive now. Appreciate you pointing it out!

Hey! Thanks a lot for your comment, really glad to hear it brought back memories! 

I just added Windows version, so now you can download and play it outside the browser too. Hope you enjoy this new update!