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Goldenlion5648

71
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A member registered May 21, 2019 · View creator page →

Creator of

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Cool game. Looks like you forgot to add the link to the ludum dare page when you marked with the ludum-dare-55 tag.

Thanks, and nice solutions! I was thinking of pursuing this idea and putting it on steam, but not sure how many people would want to pay when there are tons of free options available.

If I do pursue this and you want to know when I have more levels available, you can join my discord server for my games/ content: 

https://discord.gg/MM4Jm24wjR

If they were able to write a program for this, they probably have some form of optical character recognition ;-)

Thanks! I'm planning to add more levels where things get harder/ more interesting

That was a fun game! One improvement is that is seemed like the rotation directions were flipped for Q and E  from what was intuitive. There was also kind of a lot of clicking towards the later stages because of how many pieces there were,   I didn't realize you could attach to pieces that you didn't initially click

Cool game! I didn't realize that Q and E were valid keys, but still won. I did notice that it seemed like at some camera angles the click detection did not seem to work

The art is cool! It's a bit hard to figure out the gameplay. I couldn't figure out how to switch cards. For firing , perhaps allowing holding the fire button could be good as it hurts to keep pressing the same key over and over

Very unique graphics! What game engine was this made in?  As others said, the intro was a bit long. One improvement is to allow the dialog to be advanced with something other than left mouse button (maybe spacebar). Also allow  skipping the dialogue typing animation

Cool unique puzzle game concept!

Cool art style! I was a bit confused when first making my character, so if the game gets expanded, maybe that could have more exaplanation

Thanks! I'm planning to add more levels!

Cool game, kind of reminds me of CoD zombies. Was I supposed to be able to see how much health I had? It seemed like I randomly took damage, not sure if that was  an enemy attacking me or what.

Also in the tutorial I ended up not having enough scrap to afford  a turret at the end, which made for a lot of clicking. It wasn't clear that destroying one of my towers would not refund me any money

Very high quality! A few minor suggestions if you end up expanding this game/ releasing it to buy:

Add hotkeys for placing  pieces. It was a bit inconvenient to keep moving my mouse from one side of the screen to the other. Perhaps if multiple of one piece are being placed in the same turn, then right click can be used to place just one, and keep another copy of that piece "on the cursor"

I think this game has a lot of potential!

The red blocks let you move two tiles at a time

Really cool and unique concept.  The difficulty really did spike in a few places, but still really fun! I think this would probably fit into the steam genre of relaxing puzzle games.

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Cool boss fight! One minor improvement that I think could be made is not making the player default to facing "right" after they finish attacking. Also it was a bit hard to see my projectiles against the background of the boss fight (the colors were similar)

That was a fun puzzle game! I only half understood what was going on for the first 5 or so levels. I actually didn't notice the compass in the bottom left until that point. Once I saw that it made a lot more sense.

My only idea of how to improve this would be to allow holding down the movement buttons to prevent carpel tunnel/ pain from repeated motion.

Great game!

Interesting concept. Things really ramped up in difficulty on level 3. I got stuck there. A few things that  were a bit confusing that could make it easier for new players to understand:

Settings are changed on the node labeled "O" for "output",  but it seems like that should be "input" and the one that receives the color value should be the "output".

On level 2 it wasn't that clear at first that nodes only cared about their input having "at least" that color value e.g. (1, 0, 1) was a valid input when (1,0,0) was what that node needed.

Other than that, I liked the game! Very unique!

Interesting concept changing the keybindings  each run and as the game goes on. My only issue is that some of these combinations actually hurt to press/ rest my hands on.   I  found myself intentionally resetting when I got a key combination that was not easy to use (like the left movement button being to the right of the right movement button)

Very original and the music was nice!

Interesting game! I don't think I've ever played a   game that required both hands to be on the keyboard home keys or had this kind of camera angle. My only issue with this is the number of hits that it takes to attack enemies. Taking over 10 hits to defeat each enemy seems like it could cause carpel tunnel/ I was just constantly spamming J.

Cool game though!

It means it gets more difficult for the wrong reasons.  Like "cheap" ways of making the game harder. If the focus of the game is solving math with different symbols, then why are you moving the submit button to make it harder?

Interesting idea! I think moving around the submit button is kind of "artificial difficulty" though. 

Cool idea, its always interesting when trying to use reverse steering controls. Some minor improvements could be to list controls somewhere, and try to not use the default unity font when possible (like in the timer)

Cool game idea! I think a few more restrictions could be helpful, as currently, (from my understanding) I can just keep swapping card positions and get any card anywhere else on the board in one turn. 

As others pointed out, I think there is a bug preventing the end turn text from showing. Also after completing a level, there does not seem to be a description of the three cards presented. Cool game overall though!

Cool game! Some feedback that I have is to try to make it more clear which pieces the player is able to control and which are the enemies. Also, the default unity font is really common/ over used. When possible a different font is preferred

Cool idea! One suggestion that I have is maybe increasing the time given from getting a package to the destination from 2 seconds to maybe 3 or 4. Currently you just slowly lose time

Interesting fighting game that turned out to be more of a puzzle! That was a nice surprise!

Can you clarify what you mean by "follow up on the code deletion" and lacking reflexes? The game is turn based, things only change when you press up or down  

Seems to work for everyone else, maybe try a different browser/ need to wait a bit longer to load?

Cool idea. I might be missing something, but is having the skeleton on the same tile as the wizard supposed to be a win on the level? I did that and still lost. (As others said, the difficulty spike is a bit much at the beginning, might be better to have just 1 AI being controlled for the first few levels)

Very nice presentation! Not sure if it was intentional, but I unlocked the level 3 doors before seeing the monster at all, and when I did he just walked passed me

Interesting take on idle games. Not sure if this was just my screen color settings, but when I was able to type multiple letters, the letters that I had already typed in the current string were not a different color. (If this is not already the case) that could be one potential improvement

Cool game, was it intentional that hitting the side of a platform allows jumping again?

Cool and original idea! At first I didn't realize the text was backwards on purpose haha

Cool twist on a classic game! Got a bit repetitive, maybe throwing bombs could be added as an option for slashes of a different color that are meant to only hit bombs

Interesting game, the sound seemed a bit loud in the loot box minigame

Cool and creative game! Minor bug: I think after beating level 4 I was taken directly to level 6

Interesting puzzle game. The second level was a bit repetitive, having to do the same thing 6 or 7 times

Cool idea, got stuck on the second level though (nothing seemed to happen when I got the blue block on the button after the buttons moved the first time).  

Interesting idea! For some I wasn't totally sure what the correct answer was (like who to deliver neuro toxins to). Slight bug: "return to previous" returns to one level before the level that the player lost on