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hakkthazard

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A member registered Oct 31, 2018 · View creator page →

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Recent community posts

Thanks for the feedback, it's interesting that you think the driving should be more realistic. I think most people would find the turn rate is already quite low compared to something like Super Mario Kart or F-Zero (which this game takes some inspiration from)! But it's true, I would have liked to actually make it more realistic like you say, if I had time.

Cool to play a tower defense game where your towers aren't permanent, which forces you to be tactical. Nice interpretation of the theme, too. 

Fun how my first playthrough I just shot rapidly, which turns out to be a bad idea. Makes you realize how you can be quite tactical on subsequent playthroughs. Very interesting

Cool variation on sokoban that I haven't seen yet, and well executed as far as art and polish. Nice work.

I intended to have cannons not attack air units (gargoyles) and to be too slow to deal with big waves of small units. In practice, I only had about 15 minutes at the end of the 48 hour window for balance! So there are a few overpowered strategies. Thanks for the feedback!

thanks for playing! there were worse bugs along the way, so i'll settle for a frozen bubble bug haha

Had a good time with this one! Feels like the kind of game that makes sense as a board game, but is more practical as a video game because of the automation of all the resources. Had some trouble getting started without dying in a few turns, but eventually was able to get a stable set-up. Wish I could see what boosts each building offers before building, though it's easy to memorize after a while and you can reference already-built buildings anyway.

City ended up in a bit of a mess but it's functional!

Pretty fun! Initially tried to play it as a slow-paced kind of city builder, sim-type game, but it made more sense when I played it as a fast-paced game. Was a little confused how I lost the first few times, as it's a little hard to track where the resources are going. But I got the hang of it after a few tries!

The premise is pretty funny and charming. Clever take on the theme, and nice execution!

You're 100% right about it being slow; I almost submitted the game with just the expert map, which would have been even slower!

Ultimately there has to be enough time for the player to see whether it's going to be a click or a flag, and then enough time to move the pointer out of the way if necessary. I had some ideas about streamlining the game a bit to only have a few key moments where the player had to bump the pointer, but had to keep it simple for the sake of time.