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Gren Drake

5
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A member registered Apr 26, 2020 · View creator page →

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Rather late, but I finally got around to trying this out. Overall, I like the concept, though I ran into some issues with the UI - because I've got a high resolution display, I can actually just keep all the windows open. Unfortunately, they don't always update unless I close and re-open them (the contract list was especially bad about this).

The main things I felt lacking during my playthrough where the amount of content and complexity, but that may just have been me not getting far enough into the game. In particular with the complexity, I'd want to see more ways to fail or for things to go wrong - I think the half sports team manager idea you mention in your comment would help with this.

Also, a minor thing, but being able to pause or unpause the game with the spacebar would be really nice. I usually play simulation/management games at max speed and just pause when I need to do stuff.

It should be possible to resize the window by pressing alt+shift+minus. If that doesn't work, you've likely run into a bug.

I like it; it's certainly a cute little game. I'm not sure why, though, but the enemy pathfinding is really slow for me, to the point I thought the game had frozen a few times.

Thanks for the feedback! Glad you liked it. I'll probably take a short break before continuing with it, but I do plan on continuing with it; there's a variety of stuff I just didn't have the time to get to. The basic idea for the game is one I've had lurking around the back of my mind for some time now.

The game's definitely a bit RNG heavy at the moment; my own test runs have so far been heavily dependant on how many healing potions turn up, especially on the lower levels.

The mutations system certainly has room for improvement; aside from what you noticed, its also possible for a mutation potion to, for example, give you "bat wings" then immediately overwrite it with "feathery wings". Probably also worth making some mutations more common than others and making them overall more impactful.

I'll probably just remove ESC on the main menu quitting the game; it should be easy enough to cursor down to "quit" to not be necessary and, while I didn't mention it anywhere, many of the game's menus (including the main menu) can be controlled with the mouse as well.

Fun concept! I'm curious how many levels there are in this version; I had to stop before running out. Could really do with a volume control, though, and the art style consistently left me misjudging which space creatures were in.