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1000 Gibibit

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A member registered Jun 09, 2015 · View creator page →

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Cute. I like how clean the pixel art is. Managing the different sock colors and even ironing them is fun but when the different perfumes/detergents started showing up that was a bit too much for me.

Makes my GPU blast at full power. Might need a frame limit setting.

Enjoyed the demo, very elegant puzzle mechanics and looks slick. Took me a while to find the solution for level 17.

When in doubt, a simple upgrade list also works. You can even fit the description without needing a tooltip. Cheers!

Pretty fun game. The art is cute and I enjoyed all the different bug types. It would be nice if the building/upgrade UI was a bit bigger when zoomed out.

Maybe I saw this incorrectly but I noticed when I have 15k food I couldn't buy an upgrade that costs 15k. Make sure to round your prices up and the balance down! So 14.6k food becomes 14k, not 15k, and 15.1k cost becomes 16k.

Sorry to be a wiseass about it. I still enjoyed the game!

Some feedback: the rounds feel a bit samey. I like the golden zombie, maybe add a few more special ones like that. Like angry zombies that kill humans if you shoot them, just a random idea.

The upgrade wheel is unique but not a great way to present upgrades, since I have to move my mouse a lot when the circle starts to get bigger. Like someone else mentioned, it's better to have fewer upgrades with bigger impact. Especially when you show them all on the screen at once.

At some point there are so many zombies that it doesn't matter where you shoot, you can barely see the humans and you get a profit either way. You could add humans that have a higher impact on the game. For instance a human that gets chased and you have to save it from the zombies before it dies. Or a human that runs from left of the screen and out of the screen on the right, the round ends if you kill them. Drawing all the humans in front and giving them an outline might also help.

I enjoyed it! Needed a few tries to figure out what upgrades were important to get before certain waves but that's ok since the rounds are so fast. Might need to give the player a little foresight if you're planning on making the rounds longer.

For instance, dying to the first dragon because you don't have long range arrows is fine since it doesn't take too long to get there. But it would suck if there are more gotcha's like that 10 minutes into the game.

A rounds based game cannot be idle though.

Nice job on the optimizations. People with older PCs will apreciate that and it's always good for a game that runs in the background to be efficient.

I think I'll check it out in the 1.0 release. I've enjoyed one of the earlier versions and wouldn't want to spoil the fun by playing every intermediate build.

I'm intrigued by your loot algorithms. DP table, heuristic flow? Never heard of those. All I know are simple loot drop tables :'D

Short but sweet incremental game. Great original concept. Very satisfying when the hourglass rotates and a blue grain goes in first. The upgrade tree could have been a list with more space to display the info without having to hover.

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The chopping is really satisfying but the upgrade tree isn't that fun. There's no reason for the tiers to be there. It becomes a bit tedious to get all the tiers and not worth it to read the descriptions because of how often you are buying upgrades. Just give us one big upgrade instead, or at most 2 big tiers per upgrade. That way getting the upgrade feels like a milestone.

Would also be nice if there was any actual difference between the trees instead of just recolors. For instance medium trees being chopped down in phases, first the branches then the trunk.

Finally, "The Forest" gives so little wood that it's not worth investing in. If you want to give us passive income it would be more satisfying to have something on the main screen. Like an infinite tree on the side of the island that is being chopped by an automatic axe and you see logs flying to your pile.

Overall a fun game with a strong start that left me a bit disappointed with its progression.

The cart/bin is a clever mechanic and not something I remember ever seeing before. And the puzzles are well designed. The intro and overal design of the game are great as well, what more can I say. If I didn't have to watch my spending it would be an instant buy, for now I can only wishlist. 

Also the old lady had some gold but not that much! Waste of a good ice block honestly.

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Loved it. What a rich environment to explore. Would have been nice if the character had more air control. The framerate seems jittery. It was less bad when I turned off dithering, I don't know if the "PS wobble" effect had something to do with it. Really clever interpretation of the jam theme. The insects as resources felt very natural.

VirusTotal has no problems with it when scanned. https://www.virustotal.com/gui/file/d36a1a411e3ba9b9d5c2a522171b64b87cf2598f2255...

Very pretty. The twist at the end made me feel a bit bad for the lil' guy, it's well done though. I thought there was going to be some kind of supernatural entity that would be unhappy with our MC yoinking money out of the alternate dimension. The puzzles were fresh and non-trivial, but not so difficult that it would hurt the pacing.

Very well done, I enjoyed the visuals and sound design. The animations for the robo-pigeons made me chuckle. It was never really clear why I got X's. Is it when you make a real pigeon fly away? It isn't communicated that well.

Progression is rough. Having to rebuy all the upgrades at every stage isn't great. Especially at the stone stage where 4-2 doesn't get you a new upgrade and you have to reach 4-3 to get to the fifth stage, only to do it all over again with just a wheel spin to show for it. Went back to first stage to get the third star and it gave me an achievement. It gave me the 1.2x achievement multiplier but I expected a bit more from it. The wheel spins also feel a bit unfair, I don't know how much faster my progress would be if I had better wheel spins. Feels like getting punished by the randomness. Even if you had the theoretical best spins you wouldn't know it.

Look and feel of the UI is perfect, and the sound design is amazing too. Love the unique sfx on every stage.

Sorry if this is harsh, just sharing my experience. Overall it's still fun but at 4-2 I tapped out. As I understand from your dev log linked below there will be global upgrades in an upcoming version so most of my concerns are probably addressed at that point.

Amazing pixel art! The moon and nebula are so pretty.

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Fun game but weird to tag as incremental. This is more an arcade game.

Cool game. Reminds me of Astrodle but with rounds.

Just a heads-up, the game lags a fair amount when spawning a lot of lightning bolts. This is in the web version. My guess is you either need an object pool for the bolts, or improve the way the targets for the bolts are determined. Maybe space out the chains over multiple frames.

I have to say the same thing I say about all Nodebuster clones. I wish the rounds weren't there. They force an otherwise satisfying gameplay loop of destroying asteroids and buying upgrades into a really rigid structure. One of the great things about incremental games and games with lots of upgrades in general, is that you can see the upgrades pop from too expensive to affordable as you're gaining money. That's not possible with rounds and a separate screen for the upgrade tree. Most people love the format though, so I guess that's just me.

At least the upgrade tree is more legible than in other Nodebuster clones, with nice big text and good contrast. Good design on the icons too, giving them a different shape after purchasing. And no tiers is also good. Finally, not having to play 3 rounds to buy one upgrade is nice, definitely keep that.

I like the asteroid types, keeps the game fresh. It would make more sense if the radioactive asteroids did damage in an area around them before being destroyed, instead of leaving a cloud after destroying them. It would also differentiate them more from the lightning asteroids.

Adding a visual effect to critical hits would make them feel more impactful. Also an idea for an upgrade: have the black hole emit beams every time an asteroid enters it, a bit like hawking radiation.

I beat the game in about 30 minutes, using all the upgrades. Overall really well done.

Amazing art and theme. I'll keep the feedback short since it's still in alpha.

Some possible bugs with screenshots. 1: the description for research is in French, even though the rest of the UI is in English. 2: if you start crafting something, then interrupt the task by going to gathering, if you go back to the craft menu the progress bar and animation are still playing. Screenshots here: https://imgur.com/a/xChH2ni

Is this inspired by Milkyway Idle? Reminds me a bit of that game. In Milkyway everything is milk-themed (craft armor from cheese), and here it's mushroom themed (craft a hat from mushroom leather). Very cool. The animations are cute btw.

Good stuff, I finished the game with 3 prestige points. Here's my build: https://imgur.com/a/grBupJn

The game looks really pretty and the music is a good fit. It's a shame the music pauses when tabbed away from the WebGL page.

Web version works great 👍

Great clicker game with pretty graphics and satisfying sound effects. The pacing is a bit too slow for me even with an autoclicker. Could use some quests or more stuff to spend resources on that aren't too expensive and help you progress.

The music is a perfect fit.

Cool fr0g clan zk homage. Not very long but the new crouching and high jump mechanics make for a nice addition.

A lot of fun! Overall flow of the game is great, really satisfying once you get the hang of it.

The boss is a bit of a bummer, since the buildup towards the final stage is so big and you will lose without a specific setup. Would be nice to know what you're up against beforehand.

The vampire spell is really confusing. Its damage constantly changes but it isn't explained why and how it works.

Is the demo still available? I don't understand this strategy of removing demos after launch.

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Beautiful pixelated style, great icons and enviroment. Are these 3d models displayed at a low resolution with post processing, or plain pixel art? Looks good either way.

I liked the tectonic and star fragment abilities. Nice way to spice up the clicks a bit. If you got a lot less stamina, the tectonic deals more damage and it charges every 3 clicks or something, there's some potential puzzle-ish gameplay here.

Personally not a big fan of the stamina-based rounds with upgrade tree genre. IMO the rounds don't add much. I'm clicking back and forth between the main gameplay and the upgrade tree when they could easily fit on a single screen. I'm missing the satisfaction of seeing an upgrade become available right as you gather the last requirement. Plus too much menuing. However, as far as Nodebuster-likes go, this one is pretty well done.

The effects are satisfying. But the main gameplay got a bit stale by the time I reached Tier 3. I'm curious what sort of idle upgrades you are planning like you replied to another comment.

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Fun game and nice artstyle too. I tried the Cool set first, but the damage just doesn't cut it. In the end the Mage set lets you skip like 4 difficulties vs the basic slime enemies. Maybe Cool set with the spellbook could work. Enjoyed it and got a score of 38!

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Goeie lighting en creepy stemming. De environment is mooi gemaakt. Vooral de entree is erg sfeervol, eerste indrukken zijn belangrijk. Het mist iets van een einddoel en de opbouw is vrij snel. Tip voor de sound design, probeer meerdere variaties te zoeken voor geluiden die vaak afspelen of anders kan je de pitch varieren. De spookyness factor was het hoogst toen ik nog niet de hele hut had doorzocht en de monsters nog maar één keer had gezien. Ik ben te laat om een rating te geven, vind het wel een mooie entry. Denk dat ik uiteindelijk een stuk of 10 monsters weggejaagd heb.

Heb 270 puntjens gehaald. Leuk en origineel concept. Ik heb heel vaak geprobeerd achteruit te lopen wanneer ik de monsters wilde ontwijken waar ik wel om kon lachen. De looks en atmosfeer van de game zijn erg goed. 

De character portrait die reageert op wat er in de game gebeurd is spot on. Een goed voorbeeld van hoe je beter een paar leuk aangeklede game-elementen kan hebben in plaats van heel veel niet zo goed uitgewerkte elementen. De andere animaties zijn ook goed overigens.

Je had de tekst een iets fleuriger font kunnen geven en misschien een box eromheen, dan was het helemaal afgemaakt geweest. Al met al een mooie entry.

Cool little arcade game. I really like the art and sfx. The hitbox for the ghosts is positioned incorrectly. I can hit them below the tail but bullets in the head don't hit. On another note, the music slaps!

I managed to beat stage 1 but the game didn't continue after that. Got stuck on a black screen.

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It's like a geiger counter packed into an incremental game. Pretty cool concept. Not sure what the "Probes active" counter is supposed to represent. The number is extremely high and jittering all around. Is that a reference to the probes going backwards in time?

I guess when you do the trickshot the spacetime continuum is preserved. As for the missed probes, well, let's not talk about those.

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The anger here is completely justified, but also completely misdirected. The fear that activist groups will use this as precedent to target all LGBTQ games and other stuff they don't like, instead of just nsfw, is legitimate. Don't get me wrong I completely understand that and I'm against what happened.

However it's the payment processor and activist groups who overstepped boundaries here. Do you really think itch has a choice? Instead of using the community at itch to set up the required collective action and step up to megacorporations, there are people who are sending death threats and threats of lawsuits at the staff of a tiny reseller that doesn't even earn 0.01% of what Steam does. This is like screaming at a soldier who is defending you against a giant army that he should defend you better after he got pierced by a thousand bullets.

Think about what happens when itch goes against visa, mastercard and paypal. Itch is now unable to receive payments, itch maybe starts a lawsuit, the lawsuit takes 5-10 years because the corpos can afford it and know it works, itch goes under within the first year. Or worse it goes down within a week because the payment can pressure webhosts if they want. Not a great solution for anyone.

Hi leafo, just wanted to say thanks to you and the itch staff for your hard work. I know this is not what any of you wanted. All the posts in General Discussions are really out of line and I think you deserve some support. You got through that one domain shutdown by Funko and you can get through this, stay strong! Don't be discouraged by those folk who seem to be foaming at the mouth, there are still many who support you.

That's weird. I know you said don't go to the website but I had to check anyway, at least it's not monetized with ads or something. Following the "company" name in the footer it appears to be hosted by some cringy Web3/Crypto clowns.

Your itch bros are with you man. Try not to lose any sleep over it! Haven't played Grotesqueresque yet but I'll keep in mind you only post on itch.

That was great haha, well done. Not sure if I missed something by taking the taxi. Hope you guys make more.

Packs sound like a great idea. Not sure what you mean by "the batch" in this context though. Good luck either way!

Great game. It gets overwhelming pretty quickly when you have collected a lot of buffs/debuffs. The looks and and sound design are good, very snappy. I think armor and card draw are the best effects. You seem to pretty much need card draw to beat the later stages. And being able to tank 2 hits after a single move then keep the armor until next round is overpowered. Overall the buffs/debuff design was executed well. All the effects are useful and none of the penalties are too punishing.

Some more complex effects might be possible like "attack to the right after using a rook", but that would make your moves even more difficult to plan. One UI change that would help a lot is displaying the effects that are relevant to each card on the card itself with a little badge.

That sounds a lot more reasonable! Its a big tax puzzle. I guess the itch staff (or automatic systems) do the brunt of the work of applying the correct tax cuts, but they don't want to show any of that before the actual payout just to be sure.

Short but sweet. I got two endings, which I think is all of them. The game reminds me of Deep Sleep, with the eerie music and dark figure(s). The stingers got me good a few times. Is this going to be a one-off or are you planning on continuing this as a series?