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HullHound

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A member registered Aug 23, 2021 · View creator page →

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I keep forgetting to check what the macOS version is (should be the latest). But it was google chrome that had the issue.

Thank you so much! That was very helpful - I’ve made lots of notes! Also fun fact - you are the only person to have tried interacting with the sphere sensors. :)

I played a lot of games (like 24 games) before I realised there was even an exp mechanic, after that it went quite smoothly!

It also wasn’t clear that the aim was to kill the center monster.

I spent a lot of the beginning of the game confused as to what the portal was, and why there were 221e numbers around it.

So I think the biggest issues with the game are the lack of clarity on what is required and what to do. After that it was fun. :)

Well done for making it!

Questions:

  1. It was clear the aim is to kill things and to build up your base but it was not clear if there is a larger goal beyond that
  2. I think things are reasonably priced, maybe the biomass ones could be slightly cheaper. Though I do think some of the more utility upgrades should be easier to find, as it felt like slow going for a while.
  3. Gattling gun started off feeling a bit weak but got better, mortar seemed fairly useless as it kept missing.
  4. I would say it was closer to grind than fast, but I don’t think it was overly so.

Other Notes:

  1. On the web build I started super zoomed in (possibly a me issue)
  2. It took me a bit of time to realise that I had to manually gather the biomass
  3. It took 3 rounds to get first upgrade - which I think is too long (though not sure if I would have managed if I had been picking them up)
  4. Dawn seems to come very suddenly.- so hard to pick resources up!
  5. Biomass that goes off screens I’m not sure if it’s collected automatically or not (i assume not, but then it’s not retrievable)
  6. It was not clear I would lose the heavily upgraded gattling guns when I got the mortar
  7. I was keen to get the auto biomass collection early but didn’t know where it was until late, as I left it to the last prestige option
  8. Liked the mini lore info exposed in the tree that we were on an asteroid

Bugs:

  • Had some enemies just disappear shortly after they entered the map
  • Had a health bar but no enemy under it
  • Had a very small cross hopper thing (might just be a new enemy type)

I enjoyed playing the game - well done!

Questions:

  1. Round 3
  2. Try and buff up the numbers and retain my coins as long as possible
  3. Simplicity and the dice changing mechanic
  4. Lack of clear way to get my dice in the appropriate range (possibly player skill issue)
  5. See the dice rolling and their faces changing

Additionally, I wasn’t able to console log it (due to the machine I was on) - but when I applied the +1 to odd sides card it applied to both of my d6s. I assume this is a bug.

Overall a fun game and I would be interested to see more of it.

I was playing the web build on a MacBook, however the game was going black. Specifically, everything is fine until you move a Wyrm, at which point everything other than the (most recent) wyrm goes fully black and invisible.

Unfortunetly this did mean I wasn’t able to play more than a few levels.

Thank you - I have been considering the narrative element as I have been having similiar thoughts. Your idea on using a pyramid shape is inspired! It does seem like a neat way of resolving the issue for a lot of the puzzles. Thank you :D

Thank you :) That is very helpful input :D

Thank you very much for the feedback :D

Thank you for the feedback, I knew the character controller was an issue, but I hadn’t realised the blocks were not clear!

And thank you for the video it was very helpful. :)

I think this is the most compelling game I have played in the jam so far!

I really got into it, and forgot I was aiming to play lots of peoples games.

Feedback wise, I loved the aesthetic and the building up of the world around you. I think the build up of features is really well timed (eg getting the danger sense).

I initially thought the anticipation mechanic was great, but it eventually got a bit annoying as it forced the camera focus away from whatever I was doing (flower picking or pollen picking etc).

I was dissapointed that the game didn’t continue when I was in the shop, as I had a chunk of down time that would have been nice to have picked my next purchase with while the game was on auto.

I did find a bug (I assume) where I was able to start the auto cranking and then change to the double crank lever, and it would continue to auto crank - which is possibly why I felt I had so much down time.

Similar to other comments, I was dissapointed to realise that the 2x stickers didn’t stack with 4x etc. Though I can similarly understand that there are positive reasons for this too.

Overall great game and I really enjoyed playing it.

I recorded my playthrough, so I will send that your way once I’ve uploaded it :)

A fun game! I really got into the races and I found the game play feel really good.

I did initially find it confusing that you had to run backward to get a chair from the start line! But everything became clear quite quickly.

I hadn’t played the old maps, but the maps I played felt polished and well put together with well flowing movement and spaces.

It was a fun game to play :D

I have recorded my play through so I’ll send that your way when I can.

I enjoyed the game, I did get a bit confused to begin with regarding consecutive pairs of numbers, I kept aiming for 1, 2, 3 rather than 2,2,2 etc.

I like the art style, it has an elegant minimalism to it. Though I do think the 3D angle in the capsule image is much more visually appealing than it is in game (assuming they are the same assets).

Like others I had treated it as a puzzle game more than a rougelike-score chaser, so I see a bit of a mismatch there.

I have a recording of my playthrough that I will send your way so you can see my thoughtprocess in real time.

Overall a good game :D Well done!

Loved the art in the game, it has a real atmosphere and uniqueness to it that speaks to a retro period.

I assume the game is early doors (or I missed something big) as I think there was only the two locations, with nothing to do in the town.

The combat it self felt decent, and I especially enjoyed the follow up attacks on the sword, though for the first fight it did seem like the map was very large and a lot of waiting was needed to actually do anything.

PS. I have a recording of my first play through I’ll upload at some point so you can see how I experienced everything.

I’ve got a recording I’ll send seperatly - but overall I liked the vibe, and thought everything was cohesive. However, I really struggled to play the game, I found it very difficult to get the particle to actually do what I want. Which I think is semi inherent in what you were trying to achieve, but was still very frustrating haha.

A very good effort for making in two weeks! Well done.

Thank you - I’m glad you found it interesting :D

Very nicely put together game, everything worked well together.

I think it’s a good base for a longer game, everything is there and it’s enjoyable.

Though once you have enough lights and archers it does become trivial.

Well done for making it :D

I played it on 2560 x 1600. I’m not sure why, but the game itself was only occupying the top left corner of the game window, the rest was covered in green crosses.

Thank you :)

Thank you :)

Thank you :)

Thank you :)

Neat game, clear gameplay. Loved the dual purpose of the light and needing to switch between them.

Well done for making it :)

Neat little game, I’m not 100% sure I understood everything. I played twice and survived 1 min 30 each time, I’m not sure if that was the maximum or not?

Visuals and sounds are cohesive, only feedback would be the clarity / feedback on how to take actions.

Took me a while to be sure that clicking did nothing, and I just needed to hold the cursor over the monsters. I am also not sure what purpose the horizontal moving boats performed.

Congrats for making it - it was fun playing it :)

I really enjoyed the game, everything is cohesive and the gameplay is very easy to pick up and play.

I did notice a bug that popped up a few times, where the ships will collide before they are even on screen, meaning there was no way to do anything about it - which was a bit frustrating as a player.

Well done for making it :)

Very nice game. Visuals are on point, and are very cohesive. Gameplay works well with the theme.

Well done!

I’m not sure why but the screen resolution was really off for me, and I couldn’t see the morse code indicators at all.

Unfortunetly, I wasn’t able to play it, so I will hold off on rating your game this time.

Well done for making what looks like a visually coherent game though :)

Thank you! and yes, making a symettrical character was not a wise decision - I’ll account for that in future. Thank you!

Thank you for the feedback. And yeah, I can see the issue with the controls - I’ll keep that in mind for future games.

18 is very good - well done! And thank you for the feedback! It was supposed to be a bike - but my art skills are still developing :D

Thank you - and I never even considered just accounting for the perspective and allowing left / right! I’ll keep that in mind for future :)

I really struggled with the controls. The basic game seems good.

As feedback, I think some audio / background music would have elevated the experience.

Well done for making it :)

Audio and visuals work well. I struggled with the controls to start, but quickly got used to them which is great.

I liked Flora being in 2d compared to the rest of the world.

I had a few comment on the gameplay / theme adherence, but you address all of them in the extended version.

Well done.

I agree with the other comments, visually stunning, hints that match the art / make sense in game are great.

But very very short, so more game is needed. Which I guess is always good feedback to get :D

Addictive but hard! I managed to hit level 7 - and only because I managed to avoid the lazers each time.

It was especially brutal when two lazers were straight after each other.

Game was enjoyable, but as per other comments the randomness on level generation really did make the difference on a completable or not level.

I really enjoyed playing this! It was nicely polished and well put together.

Feedback wise:

  • I’m not sure if it had any progressive difficulty which I think would help with engagement
  • And the repair icon was unclear to me - I assume it’s supposed to be a wrench, but I thought it was a bone and didn’t realise it was intended for healing.

Well done for making it.

Neat little clicker / worker placement game.

As per other comments, I think it will come into it’s own with more content - I’m interested to see how you intend to fit the lore in you flagged in other comments.

ah It does not - good point for me to highlight! Thank you for the feedback :D

Yeah, I was a bit more ambitious than I could pull off, so tutorialisation got left behind! Thank you for the feedback :)