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Indept-Studios

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A member registered Jan 11, 2018 · View creator page →

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Thanks for pointing that out! I actually hadn’t tested it on other devices. I also realized the same day I submitted it that I messed up some stuff in the UI 😅 so yeah, that’s definitely going on my fix list.

I’m already working on the next version, so hopefully it’ll be properly playable then. Really appreciate your feedback, thanks a lot!

(1 edit)

i cant click anything -> Ahh okay, I figured it out. You can’t click things in fullscreen mode.

Also, there’s a bug with movement. If I’m pressing up or down and then also press left or right, it doesn’t work.
If I’m moving left/right and then press up/down, the new input just overrides the movement instead.

Just as a side note.

I think the idea is fun.

I didn’t quite understand why it becomes automated once you reach the maximum number of plants, but I like the concept. Maybe it would make more sense to let players buy an upgrade for automation instead of it just happening automatically?

I also really like the animations you made for the plant growth. They feel consistent and fit the game really well.

I think the idea is fun. With a bit more polishing and more content, I could definitely see there being a market for this. Nicely done!

I like the idea of the game, and I’m generally really into this kind of stuff, but to me this feels a bit too much like vibe coding. I ran into a few issues that kinda reinforce that impression:

  • It says you should be able to pick another job at level 15 → I can’t

  • In the Hunter skill window I’ve got 21 skill points to spend, and I’ve already used 20 even though I’m only level 16

  • Blacksmithing does have an effect, but it feels kinda useless overall

  • And what am I even supposed to use gold for, aside from blacksmithing and heal potions?

If you actually coded this solo in 7 days, then seriously, big respect for that.

But to me it feels more like it was generated with an LLM.

Very good game, I like the UI

How to buy an upgrade? im stuck

Thanks a lot for your feedback. Yeah, there are still a few things I just didn’t have time to finish. One thing I had planned, for example, was that when you hover over the icons, you’d see how the current modifiers actually affect things. That would’ve made it clearer what happens when you go into deficit, since you’d be able to see that, for example, factories don’t run at all or only at reduced efficiency.

The cards with negative effects were honestly the biggest issue for me and a bit of a learning experience. I personally like games that aren’t easy, where you can still mess things up even in the late game. But at the same time, I have to keep in mind that not every player feels that way. I spent hours trying to balance positive and negative cards, but in the end it just didn’t work out the way I wanted. So it ended up being a pretty simple “pick 3 cards out of X” system.

In a lot of my runs, my highscore list has 67 entries, I actually ended up with three negative cards multiple times and had to decide which bad option to take.

But yeah, I get your feedback and I’ll take it on board. There’ll definitely be another version coming.

Hey, es gibt kein richtiges Ziel, dazu hat die Zeit am Schluss gefehlt.
Gedacht war das man durch "korrektes" Verhalten als Admin Punkte sammelt
und diese dann in einer Highscore gespeichert werden.
Unterm Strich war es aber mehr eine Ironische Anspielung auf den Admin eines Discord Servers um ihn auf die Schippe zu nehmen.

"Error: Could not load data at path *.*. Is the .pck file missing?"

Pretty nice work, good to learn to remember