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jacasch

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A member registered Oct 30, 2016 · View creator page →

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It was a pretty fun combination of Doodle God and Tower Defense.

However: - And i feel pretty strongly about this - The Defense aspect of the game loop is super underwhelming in comparison to the stacking and exploring recipes.
i don't feel in control and I feel limited by the places where i can place my creatures. Also there is no real tension in whether I'm going to pass the round or not. Either I get recked and it snowballs into everything getting recked, or i just easily swipe the whole wave off the board in full speed fast forward.

also i think its a bit of a missed oportunity that you need to click the thing that you want to craft. as the came is called STACKrifice, it would be super neat if instead of clicking that button ontop of the stack instead i drag the whole stack i want to craft onto the pentagram and it gets sacrificed and i reciefe the new thing. also for animals and so forth i just drag the animal onto the pentagram and it would automatically sacrifice it... just an idea :P

i playeded a good 40 minutes, but i have to say, while addictive it wasnt as much fun for me. the gameplay is really repetitive, and i think i would have liked to use my brain a bit more haha

Definately good potential and giving off brotato vibes!

i think that the deep sea theme has a lot more potential than what this demo shows. for example it could be that you are not locked in to a static area but rather that you can actually keep swimming down to reach new depth and more dangerous enemies. then you would have to balance gearing up vs reaching going down.

also i think it needs a tighter game loop. right now it feels kind of grindy but without purpose. and some meta progression! maybe keep the skill tree unlocked or at least visible over different runs and then you need to chose a strategy of upgrading while diving deeper idk.

i didnt quite get the gatcha appeal and in the end ended up just  having gazillions of eggs that i needed to spam click to open. that was not particulary fun.

i see the potential.

Like "Toribashi" & "TABS" and then mixed with a rouge like team auto battler loop like in "Dwarves, death loot and glory". But i think it needs to become a bit more predictable, or that you can retreat from battle like in dwarves if you see it going down the drain.

I recked everyone  in1st try with my gang having spears on the feet and shields in their faces . I found it hilarious that i was able to do that LOL

I also once made a ragdoll based game, if you want to check it out:
Real Guys Wear Ties by jacasch

i like the general vibe and people bustling around the train station.

after a while I tried to fill up the station with as many visitors as possible by always "departing" train as soon as people got off, but nobody could get back an yet. this made the game a bit stressful and I could not get the station to clear again.

after a certain length of the train station, for my taste the game needs a bit more automation, so i dont have to constantly scroll back and forth and spam click every visitor. maybe like hiring a janitor that fixes machines and cleans up after the trash.

also if the game was a bit more slow paced i would love to just observe the passengers going about.

I had fun playing this!
Its pretty violent, but I really liked the humor. Thanks!