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Hypnotriod

27
Posts
5
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A member registered Sep 27, 2025 · View creator page →

Creator of

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(1 edit)

Overall game is fun to play. But it lacks the visual feedback:
* Highlight the target with a red outline.
* Show the aim beam, otherwise I can't tell if the target is in sight.
* Show the path a unit tries to follow. Highlight the place where it is trying to go.
* If the unit sees inside the building - remove the roof.
* Unit turns around annoyingly slow.
* Improve the AI.
* Pathfinding needs to be improved. Both are stuck here trying to evacuate:

Thank you for the feedback!

Thank you for your feedback!
The map would be a great thing. My idea was to have several hubs with specific goods and dungeons. All the hubs would be interconnected by passages. Some sort of small 1-3 level dungeons to beat to get access to the next hub.
But that would be for a real game.

Thank you for the feedback!
It is a little bit of min-maxing, risk taking, grinding type of gameplay right now :)
But solo is hard. I'm going to add the mercenary feature which should improve the balance a bit.
The shop, quests, jobs and dungeons keywords are highlighted just to give some directions to the player. I don't know what else I can add to that. The active character is the one with the purple'ish tint. But yeah, I'll think about it...

Thank you!
Yeah. I've added some hints here and there, but it definitely lacks a clear tutorial.

Thank you!
Yeah, I'm thinking of adding some kind of "companions for hire" mechanics.

Good game concept and visuals!
More power-ups, levels, etc.
IMHO I would duplicate Q aiming with the Right Mouse button. Due to a problem with the keyboard matrix scanning, when you already holding down multiple WASD buttons, and it doesn't want to register another one.
Also, when the attack gauge is empty and I press the Q button, I would prefer to have some kind of animation + sound to show that the attack cannot be performed right now.

Yep. The short combat tutorial could help. But you could figure it out in the first dungeon.
I would say that it is a trial and error kind of gameplay. The game punishes you so you learn :)

Short game.
The lit floor tile is the same color as unlit wall. so it is confusing imho.
Also I would suggest to use hotkeys for attack/potion/flee, as user is already using the keyboard.
The King Boss is easily reachable and beaten if you avoid most of the enemies and collect all the potions/gear.
I would suggest you to add enemies movement. So they might chase you if they see you.

Good game.
I would love to see more color variety. 5-6 color pallet would do, but I don't know...

Yep. Fun little game!

I fell out of the window while chasing the pot :)

I like visuals though.

Yep. Fun game! Keep going!

Fun. Bots are annoyingly good. Haven't managed to get to the first place.

Cool game! Quite polished already. And it has a lot of stuff. I'm definitely going to spend some more time in it.
The white scroll bar is breaking an immersion though. scrollbar-width: thin and scrollbar-color should do the trick for the modern browsers. And I would add user-select: none to all of the text blocks.
Sorry that I can not add much. I like how all the components of the game are thought through.

Yeah, I guess it was me :) Thank you a lot for your feedback!
In terms of the UI "design" - it is a mess indeed. As all of it is just a placeholder, where I can quickly prototype and slap a new stuff on.
Maybe someday, when the core of the game is finally formed, I'll start developing a real one :)

I guess it is much easier to play this game with mouse other than finger to launch the ball precisely.
Quite addictive gameplay.
I would say that it is time to add more visuals, particles, effects to the gameplay. To make it more satisfying.

Thank you!
Indeed, the Darkest Dungeon was the original source of inspiration for me. Wanted to recreate something similar but with the cooperative online.
And yes - it is too early to invest into visuals, lore, etc., as the core mechanics are not fully developed yet.

Quite comprehensive game mechanics. Requires some time to grasp everything. 
I'm not sure what I can suggest for improvement as I'm not an expert in Dwarf Fortress-like games.
Definitely keep going! :)

Funny enough but the MS Edge does it's weird stuff. Eventually it did load.
No issue with the Chrome though.

But anyway I'm seeing these errors in the console:

ERROR: Attempt to open script 'res://scripts/ProgramManager.gd' resulted in error 'File not found'.
ERROR: Attempt to open script 'res://scripts/pause/PauseManager.gd' resulted in error 'File not found'.
index.js:467 ERROR: Failed to instantiate an autoload, can't load from path: res://scripts/pause/PauseManager.gd.
...

Reminds me the last levels of Overcooked. I'm already having my PTSD :)
Quite annoying and fun at the same time.

Web version stuck on ~15% loading for me.
Reminds me the last levels of Overcooked. I'm already having my PTSD :)
Quite annoying and fun at the same time.

Fun game. You could try to generate levels procedurally, gradually increasing difficulty.

Here you are...

Nice little game!

Great game! A lot of effort has been put into it.