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Ido Adler

160
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2
Topics
82
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174
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A member registered May 16, 2015 · View creator page →

Creator of

Recent community posts

Thank you for playing, glad to hear you enjoyed it!

Thanks!

Thank you :)

Thanks!

Thank you :)

Great to hear!

Thank you :)

Thank you for playing and for the detailed review!
We are trying to learn how to design a good puzzle experience, it's heart warming to see someone playing the game in depth.

Haha, yes, level 4 is difficult :)
Thank you for playing!

I'm so happy to know someone passed 13!

Well done!

Ahhh, it is so difficult to micromanagement each tank. 

It was fun to try and an original idea to add the collectors.

Love the unique art style!

I love the vibe of this game. It was fun to handle the resources and upgrade the ship. Did the game pause when I reach earth?

Amazing art, cute and challenging concept, I couldn't make it through the 5th level. 

Charming art, fun game, the last two levels were too challenging for my reflexes

Cute puzzle idea, creative art and inventions. Ended too quickly!

cute editor!
extreme examples for how tools effect the style, very educational

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Good Idea,
For now you can press J to skip levels

Thank you :)
You have to send them an email with request for css access, read all about it here: https://itch.io/docs/creators/css-guide

I won! I saved humanity from sin :)

I loved it.
Original idea for a clicker!
My only complaint is that I finished the game without seeing what a black hole does, but that's ok, I played again, haha :)

good idea, i've added it as an option

Gives the feeling of classic mobile games. Cute concept.

Fun and Simple.

Why is it timed? Looks like the limit should be when I reach over the top of the jar, doesn't it?

Small issue: merges happen immediately, sometimes few upgrades at the same time, it's difficult to understand what's going on, a small animation might help.

Well done.

(2 edits)

My GIFs are animating again!

At least in the game cover image.

Cute story, and cute art.
Some things to work on:
Upgrades appear suddenly during a combat, and almost always I get hit after I choose one.
Sometimes I would be born after death where there is an obstacle in the middle and I would immediately get hit again.
There some things I don't fully understand, like the different types of enemies and their behaviors, or the shapes I can choose from.
Other than that, fun little game, well done.

I see what you did here, an idle version of age of war :)

I finished your demo, I do like Idle games. But something in the game doesn't communicate that it is Idle. It seems too symmetrical, so I kept expecting the enemies to threaten me, which they didn't.

The way I see it, you can go in one of two ways: Make it an age of war style of game, with the enemies actually attacking us. A lot of people like that style of game and you have solid mechanics implemented for this style of game. The other option, is to give it the idle feel. I actually do like the idea of your units getting killed in an idle game, but you have to clarify visually that there is no threat to your base. For example, instead of an enemy army, put a gigantic monster coming out of a swamp and killing whoever comes close. That way we won't expect it to move, and the behavior could be roughly the same.

Anyway, I had fun, good job.

When the game starts the humans say: what are these beasts? They look like foul creatures!
I thought that was an attempt to avoid calling them slimes.

Cool game!
A lot of interesting synergies to try out. A lot of content and a fun game loop.

Some suggestions:
I feel like I needed more information. Things like: What type is each card, how much xp do I have, a lot of cards would benefit from a tooltip with information.
I should be able to switch between cards of the same size.
Seems that taking a relic I already own does nothing, should at least be communicated.

all in all a surprisingly engaging game that kept me interested, well done.

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Interesting take on Tetris.

Took me a moment to grasp the rules, but after playing easy mode, I got a good sense what each tile does and controlled the situation well. I would say, the most fun are the "pipes" tiles. I would consider adding different pipe tiles of different shapes. I'm not 100% percent sure about the difference between wood and stone, probably something about how long it takes to explode, or dose the wood get infected from the fire?

The background is not distracting.

Haha, that's too tough for me. I gave up after I lost twice. With all the power ups and the different rotations my head can not see past the next step.

Interesting puzzle, simple enough to understand the rules (even that I lost), good implementation.

Cute game. I like playing an underdog, the story reminds me of Goblins Comic, or even Dungeon Keeper. 
It's nice that each slime have a different style and strategy.
I'm curious, why not calling them Slimes? Is that copyrighted?
I do hope to see them grow to powerful creatures and see how will that look like, are they going to be huge slimes? are the going to merge? will other monsters join them?
The mechanics got a bit repetitive after a while, but I'm assuming that will improve with new content updates.
Good luck!

Thank you, we did

We made a game called Cuddlr for a game jam.
We wanted to make a card game simulating gay dating, and because of the short time we settled for a very basic memory based matching game.
In the days that followed we developed mechanics to an actual dating based card game. We liked the vibe and the characters we created and kept them. But the mechanics of the game are now completely different.
Considering we will write a detailed dev log, is that an acceptable submission?

Here is the unlisted current state of the new version: Win the Date
Thanks!

Same!

That was a nice game!
I wasn't sure if an end was coming :)
The art is really charming. I would suggest throwing the turn dice against the enemy and the higher number starting, that will be more intuitive than a dice that declares a winner. The shield mechanics can make battles to last a bit too long, I would love to see more complex cards getting made. Good luck!

Visually cute, and there is something intuitive about the design that makes you go right into playing, but I feel like the general rules system need more work to make it more puzzly, or arcady

The art is pretty, the shaders (or sprite creation method?) works well. The story is intriguing. Once I got in the car the mechanics were a bit hard to understand and repetitive. I enjoyed meeting the creature I weren't able to get any further than this.

Thanks for the clarifications, sorry for the confusion, very impressive!