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Ido Adler

134
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A member registered May 16, 2015 · View creator page →

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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! 

This is really unbelievable you were able to do all that for a game jam! even that I read you were mostly compiling Charlotte’s game, but still, the amount of work put into that project is amazing for such a short time, real professional work, well done. 

The art is impressive, both the 3D and 2D, and the story is intriguing. I'm impressed.

Thank you for playing and recording!
It's great to see you played it to completion.

Thank you for playing!
Yeah, we were learning a lot during this event :)
Did you submit a game too?

The art is beautiful, and it's interesting to see the combination of those kind of puzzles in a horror game, the mechanics are a bit clunky and unclear but that's understandable in a jam game.
All in all a compelling entry, well done!

haha, omg, so chaotic. took me a while to understand you can change what each factory is making. interesting combination.

Beautiful art and creative mechanic!

Thanks, that's great to hear from a puzzle fan!

Thank you so much :)

That's good to hear, Thanks!

Thank you for playing

Oh no! I didn't notice the fullscreen option was off, I turned it on again.
Thank you for the review, we will have to rethink the text display.

I do like MS-Paint style in games, but expected more content. I like to use hand writing in my games too, but it was suggested to me to find a hand writing font that best fit and use it instead, as public fonts are more easily read and tested.

We are considering if we should dive deeper into the puzzle aspect of the game, we feel like making it more difficult will take away from the exploration experience. I will look into the "zoom" idea, or we'll try to come up with other solutions, your game's art style is an amazing inspiration, so polished!

Thank you so much for the feedback.

sure, haha. but I was surprised to see that it still hurts also after it already fell

The assets and shaders are so well done, I love it!
I missed a lot of what happens (the talk bubbles) while I focused on playing, perhaps I'll look for a play video later.
I think the classic snake stores your actions in a queue and perform them by order, which i expected here and felt like some of my clicks gone missing.

Professional and impressive submission.

Nice usage of the assets, I felt like I know them from somewhere. I would have like there to be more save points, that's too difficult for me. And why chairs hurts me? haha

That was fun, I remember the mechanic from an airport game. The execution here is very well done and the art is pretty.

Cute gnome, it's fun to try and mix potions.

It does, haha

Fun to experiment with combining things together

I actually like this ms-paint art style, reminds me of old games. But you should find a way to make the fonts more crisp. Cute concept!

Cute idea and pretty art.
The puzzles are nice, I hope you'll have some time to polish them since some minor bugs can be a big pain in puzzles.

Cute panda! But too difficult for me, haha

Thank you :)

Thank you so much!