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Ithirul

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A member registered Aug 01, 2022 · View creator page →

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I tried a few more times but unfortunately it's quite hard hahah.

I do have one suggestion though, and it's to add some kind of marker or color to each of the little ones. Sometimes one of them is low on health but the others are fine, and as far as I know there's no way to know which one is the one low on health, forcing me to heal all of them and losing too much health in the process.

This was great! I lost at the last wave, too many enemies lol.
Having to pay upkeep for each structure was a very interesting choice for the theme, I liked it a lot!

Thank you, I'm glad you liked it!

The idea is not bad! It does need further development, but as a starting point, I think if you added good graphics, faster walk/run speed, some abilities like dashing etc it could be a very interesting and dynamic game.
Having said all that, good job on submitting the game!

Also I had all items but got blocked and lynched at the end by an angry mob and lost everything. This store is war lol

As others have said, I love how smooth everything is! The controls couldn't be simpler, which is lovely.
Good job!

Great game! Having upgrades to the speed of the clicks or the damage would help a ton  to keep up, as I found the goblins to be too quick and spawn too close to be able to click them 4 times. Spawning a ton of slimes was worth more in the long run Nevertheless, I liked it!

Neat game! It was pretty difficult, was able to save one only, I'll try to save all three tomorrow.
I love the idea of using your own health/coins as both heals for the little ones and as a weapon against the knights fits really nice into the theme of the jam.
Great job!

https://ithirul.itch.io/heatcore

Would love to get some feedback!

Thank you very much, glad you liked it!

Thank you!

Ultra satisfying game; from the simple but beautiful graphics, to the color palette, the upgrades, the balance, everything is astonishingly amazing.

The only thing, if I have to say any, is that the theme of the jam could've been "implemented" further by adding some kind of cost or tax to entering the mining area, or adding some kind of "fuel" instead of a time limit, which would've added a bit more strategy.

Nevertheless, I loved it! Good job!

Thank you! I had more ideas, unfortunately the time constraint forced me to focus more on polishing what i had.

Thanks for playing!

Honestly balancing in any way is tricky, especially considering how little time we had.
Overall it's good tho!

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Completely agree. I also don't like reading the text in the description, so it's great when it's implemented like this, as on one hand you get the player to read the tutorial, and on the other you don't force them "out" of the game. Great decision!

I knew this would be fun to play the moment I saw your video on Discord, really satisfying how smooth everything is.
However considering how annoying the little balls are, I think it would be good if the fuel didn't disappear so quickly; maybe make the dash use more fuel to compensate.

In any case, it was fun to play! Good job!

Great job! I liked the concept; while the interpretation of the theme is similar to other submissions, this one adds a unique perspective to it, which makes it very appealing. It's a good game!

Thank you very much! adding the transparency was one of the hardest things to add to the game but I'm glad it worked, I tried to make everything as polished as possible.

I'm glad you liked it!

Thank you!

Thank you!

The plan was to make the heat constantly rise up but in a more controlled way, otherwise it would get overwhelming pretty quickly, that's why I decided to go for the shots and enemy deaths generate heat, instead of having it constantly go up.
The real "cost" is with the items, which give you health or damage at the cost of making things more difficult as time goes on.

I had a few more ideas to make it more interesting, unfortunately due to the time constraint we had, I decided to simply polish what I had as much as I could instead of adding untested / unbalanced mechanics.

I appreciate the input, and I'm glad you liked it!

Great little game! The combat and combinations are interesting. The second time I played though I was able to win by simply running in one direction, even in the hardest difficulty. I ended up going outside the world boundary lol. 
I'd try spawning the enemies closer to the direction the player went to in the last turn, that way at least they'll have to change direction if they want to simply run away.

Overall it's pretty good!

Easy controls, clearly polished, and a very interesting interpretation of the theme. I honestly liked it a lot, The only bad part is that it's too short! Good job!

Albeit relatively simple, I liked it! In fact, I ended up playing more than I want to admit... Ended up almost soft-locking myself and crashing the browser by having all the balls block eachother and no money for shaking them lol

Very cool! I've seen others use the "pay for moving, jumping etc" trope, but no one did the buying/selling idea. I think it has a lot of potential if developed further.
Good job!

Great! I liked how the in-game tutorial for the mechanics showed up at the right moment instead of having everything in the description, and having multiple endings is very nice for a short jam like this one.

Amazing! Was way more fun than I expected. And the demon predicting where to shoot based on my movement was really cool (albeit annoying haha). Great game!

Neat little game! I like the idea and its implementation!

Great little game! I spent way more time than expected. It ended up lagging after breaking the 50th item or so due to all the parts on the floor colliding haha. As gigoi said, very satisfying.

It wasn't actually, it was an unintended "issue" from Unity physics! But I decided to keep it and develop it because it seemed like a cool little thing to give everything a bit more "chaotic" element to it. Glad you liked it!

Thanks for playing!

Thank you very much! Specifically the walls becoming transparent and dealing with the minimap was probably the hardest part, I'm glad to see it paid off!

Thank you for playing!

Thank you!
Indeed I had that idea, but given the time constraint I decided to try and polish everything as much as I could instead of adding sloppy mechanics that weren't fully tested. If given more time (maybe in the future) waves and upgrades are most likely the way to go.

Thank you for playing!

It looks easy but the last 10 or so are quite difficult actually, which is fun! I'll attempt to win tomorrow.
I like a lot how smooth everything is, it's clear there's been work at polishing it. Great job!

I was trying to find things you could improve on, but honestly for this kind of jam you have it all - theme interpretation, the game looks polished, the art style has coherence, the gameplay is fun and dynamic, especially being able to select different items... It all works, and it's great!
The only thing would be that the sounds are louder than the music; it would be good to have a main menu where we could change the volume of both.

Other than that, everything is great!

I like it a lot! It's clear you took your time polishing it, feels smooth and great overall.
The only thing I'd say is that things go too quickly for me to read the emails/responses, as well as what choice to select. Having things pile up so quickly don't let me make correct decisions lol. Maybe that was the idea.
In any case, great game!

Great game! Like PatrikPansare said, the only complaint is that there aren't enough levels. I was getting into it when suddenly I already finished lol. Great idea and great execution!