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1000 Gibibit

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

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Loved the demo. The pacing of the action is great and the little quips with the mage are fun. Very unique movement mechanics too.

Very well done. Bit sad there was no saving the person at the bottom. I thought that was what the return path would be for, to get her out! I enjoyed the escape nonetheless.

Oh I see, normally it shows in the top right when the game was part of a jam so I didn't realise. It is always difficult to get the correct scope for making a gamejam game. And I can relate to dealing with unexpected difficulties at the last moment, those final hours are scary!

The updated page design looks great by the way.

Looks nice and it's atmospheric, but the gameplay is a bit awkward. A few points stood out to me which made it difficult to enjoy the game.

- The first thing the game tells me is "Press E to use your lantern". But since I start in a lit up area I'm just pressing E and see nothing happen. This is not a great start. Make the first tutorial about the movement, tell the player about the lantern when they get to the darkness. That way they can actually see the effect of pressing E.

- I can't see the lantern meter while it's in the dark.

- I'm using the lantern to see obstacles/enemies coming, but simultaneously I don't have a visible healthbar. So I don't feel any tension when walking through enemies. It might be better to have checkpoints and send the player back after a single hit. That way you have to really understand the area before you can get past it.

- The platforming isn't great. If the jumps weren't as tight I could focus more on the lantern aspect of the game.

- It would be nice to have two keys for changing the lantern. One to make it brighter, another to dim it.

Sorry is this is overly critical. I hope the feedback helps. PS you can change the theme of the itch page to match the game's colors, also helps a lot with the atmosphere. Keep up the good work.

217 stars, 224 with bonus points. Really enjoyed it. It's nice that there's no point requirement per level so I felt free to experiment and play around. Excellent game!

There is a bug with glue balls. The tooltip hover stays on the location in the shop that I took a peg away from with the glue ball. So it still says "pizza" where a pizza peg originally was.

Screenshot: https://imgur.com/a/AV9wkUh

The tooltip does go away after dropping the glue ball but it's pretty annoying in the meantime since it overlaps the tooltip of other items in the shop.
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Good stuff, I love the wacky faces on the balls. Steam ball had me chuckling

Some feedback: the stats don't reset between rounds. For instance it still shows stats for the mouth and coin pegs even though I haven't used those this round. But maybe is intended.

The alternate universe peg is diabolical. I spent more than my entire "main" round in there just for +10 points 😂

Eggs + gum balls make for a pretty nice combo. Can turn weak gumballs into newly spawned balls from the eggs.

I managed to beat the final boss with only 1 pollen ball remaining o.0

Thanks for playing! There are no plans to develop this any further. I appreciate the kind words.

Loved it. Great ending, and doesn't overstay its welcome. The amount of rocks covering the planet when you have all the upgrades is very satisfying. The artstyle, music and sfx are great as well. Also, the game runs buttery smooth after the update.

Thanks for the fix! Will give it another try tomorrow

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.

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.

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.

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.