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JurasTW

76
Posts
2
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A member registered Mar 11, 2019

Recent community posts

I tried. Spent a round avoiding slimes too. A pacifist route in a slimekilling game would be fun. Green slimes becoming honey slimes after consuming pollen from hitting flowers, making area upgrade also non-essential. Creativity is the limit.

But yeah! Great dirrection! Lovely art choice. Keep it up!

Needs a super rare extra tough golden slime that prefers to spawn in the treeline last.

I think this is the rare occasion where 1 currency isnt enough as its just snowballs into mindless clicking. Maybe another slime that drops crystals that are used as a separate tree for the purely money upgrades, which wouldn't be essential. So the economy does not go 1-100-10k-20M 

Right now its not a tree, its a rail as you can't really skip anything to progress.


But the style is great. Love the capybara chilling. Just more interactivity needed.

Its reeeealy good. Its fun, its easy, its nice.

Got all the same issues with it as the rest. My main issue was that i've minmaxed through 3 sectors straight in one go, reaching 6 or something, and then decided to do an elite poi, and two dudes just shot me point blank on a fly-by with bursts, going from 100% to 0 with no counterplay.

Once i had all the bullet homing dublicating traits, all i gathered was + for decoy, shield and hp drones. The choise for modules and augments is lackluster and it feels like the bullet traits is the only viable build because you can't survive ealy without those. Game desperately needs more different things to gather and a strong balancing. You either die before first jump or you live long enough to gave RNG kill you in some unfair way.

Also no reason for shield to not recover instantly when the poi is clear. I was just idling to recover it for 30 seconds, which is not.

But the game is fun.

I'd say the first 20 cubes are pretty fun. I haven't even noticed the cheat menu until 12. Thinking its a later game thing like prestiege or something. Buying new cubes seems like a gamble, as it does not display what's the next level's production. Cube 2 was the breadwinner for a while then 5.

I really enjoyed the animations. The interface slowly growing. Maybe that could be expanded. It starting as a grid and slowly expanding into a large control panel where blinking nonsense of different buttons that help actively progress instead of idling. Maybe integrating the x10 into a feature. It would be a lot like the paperclip game, but that's not a bad comparison.

I didn't feel like 30-60 upgrades introduced a lot of new mechanics. Multiple upgrades being the hypercube increase probably could be one more complicated upgrade with lvl or specific number of level dependencies(the conditions being obscured and revealed when the dependent cube is unlocked, making older upgrades matter more as game progresses.)

Last levels would be great to be something absurd, to actually follow the theme that things become too complicated to comprehend.

For example, right now when the auto magic dice triggers, the screen shakes a little as the aligment moves around. I thought it was a feature and it was a little exciting even. I think more of that should be implemented. Simulate the game breaking as the end nears. There's a bit of a theme with 777 and ricerolls and gambling, so maybe some golden theme? Midas or other greek mythology.

Right now it needs a bit of a direction, and it can stay the same simple mathematic geometry things, but more, to add to the mystery of what the hell is going on. Again, not an "in your face" story, but just hints like comments and the narator in the comments becoming increasingly unsure while trying to explain scientifically what is going to be the effect of the cubes and upgrades as things go deeper.

So i think just expanding on what you have now, more hypercubes maybe sounds about right, but maybe smaller cubes and more dependencies with more rewards, promoting both active and inactive moments, a hypercube that needs to be spun manually, a cube that needs to be aligned in a certain way and progress slowly makes it drift out of aligment, upgradesstabilising it, but never fully.

And maybe a soundeffect closer to 60 square suddently out of nowhere, a droning little noise on the background to make things eerie.

Just embrace the weirdness!~

Super small, just 2 puzzles basically. But cute.

Maxed everything out. Still couldn't fix the "smart investment". Probably only works with smaller numbers or something. Been clicking on "complete roll" to het the phantom cube boost for 15 minutes. Reached EH 6D

I think D7 EH legitimately is only theoretically possible, but not in this universes's timeline.

Its a fun timewaster, but not satisfying at all. Most likely the probles is that production isn't scaling or increasing automatically after all the upgrades. And smart investment not working.

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After 17 it just becomes impossible to progress without cheating. "Smart investment" seems to be easily broken, since it set my production to 0.

So i've been clicking x10 for half an hour

Also mystery effect for number... is not such a mystery. The initial hypercube effects were cooler. Now its just mystery and all i get is a bit of delta

Idea is cool, but clearly after "its getting out of hands" it got out of hands.

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Oh i hate how quickly enemy drop quantum chips despawn. Seeing it happen for the fifth time made me want to quit the game. This is not cool at all...

The prestiege accumulation is strange. Can't make sense how its gathered. Frustrating.

What do you mean databot boost maxes out on 10???

Click and hold mechanic to boost a building. Okay. But the numbers make no sense. For example cerebral matrix gives +163, +203, +272..... and when i hold, it gives +514, +643, +857... Does it have, like, a weird dps counter inside that spits out random nonsense?

Holding the button for a boost makes sense if its a perceivable boost, but even with a boost you still are stuck for 2 minutes, you achieve nothing by boosting between waves and you're stuck holding the button. Just make it a click once and this building is a priority.

Gloorp. What a disaster. 50%... its fine... 75? Meltdown. 25% does not lower the bar. Fine... just hold it on 50? Theres no point to boost all buildings... fine lets try 100%... oh guess what, ENEMIES AUTOPAN ME AWAY FROM THE BOMB! its fixed with rage inversion, making it a nonissue, but it does not make it less frustrating.

The zoom out is just uncomfortable enough to be an issue after gloorp. Bigger zoomout would be better. And autopanning on enemies makes no sense since you attack them from memento mori. I cant see enemy health while in memento mori menu. The random target is fine. Its bad but its fine.


Its weird that this is a good game. But the frustrstion with the design choices is real.

Over all... not a fan... but can't argue that this is a good game. You keep doing what you're doing.

You made me press the x button 1792 times. And I Aint Even Mad.

This was pretty entertaining for how simple the concept is. Really sweet game. Good job!

After splash the price becomes too high, so if you rush the highest slime you'll get stuck on splaash for a while. It was easier for me to start over and minmax full slots to get past splash faster. But its pretty good! I liked it a lot.

This was pretty fun! Diamond automation maxes out at 0.00 sec, so further upgrades don't do anything, this becoming a bottleneck, but this was pretty exciting to play! Gj

Oh, this was fun. Hard to go in blind with this one, the guide was just enough to give me a hint that i should keep an escape. By the end i kinda expected what was about to happen. Maybe a minigame or two would have distracted me from that idea, but made it through first try. Almost softlocked myself in one of the L's with a block. Maybe a slow way to chip on them to break and reset them would be a nice touch to avoid softlocks early.

I think they are good as it is. I'd suggest to go a different route and if a player wants be less active, then they should have a path. I'd enjoy the game less if i'd have to stay active the whole time. I couldn't kill jumbo untill i started cheesing the traps, because i'd waste all power on ghost before jumbo would appear. Also i think you can unlock jumbo waaay before you can actually beat him, which is frustrating. Remember that some players like it easy and they'd rather use the garlic and play it afk. Its good to allow players find a tactic and you shouldn't punish the player for enjoying something. Traps are fun. If something is fun, then don't fix that, focus on other parts that can be as fun instead. Right now traps are the only path forward. More upgrades to electric and more mechanics (small powerful burst vacuum mode to take down bigger enemies with less energy instead of DOT/ vacuum on a string, following the cursor but attacking nearest enemies on itsown, taking away control but adding damage and wasting less energy/ arcanoid vacuum, where you cant controll it but have to bounce it around and energy gets used only when it hits the bottom and not the paddle. and so and so. There's just so much you can do to expand this.)

Of course i get it if its not in the scope of this project if you have a q1 2026 deadline, but right now you have a real gem, polish it. This really could be the new Vampire Survival if you expand it.

But i'm just a stranger on the internet. You do you.

At first i was " what a simple concept"

But now i'm really amazed by the game. The style is lovely. The tittle art matches the game wonderfully and is in a colorscheme i usually say is overused, but this one just is so well made and special. I love it.

And i love how it sorta changes into a fun idle game once you get enough trap uprgades. I'd say traps need further upgrades. Make it expensive, make it a class to spend on if i prefer this style.


Game needs some chill music to matchi. Also the mute button on the left  didnt work for me.


But i got to the end of the upgrade tree in 15 minutes i guess. I loved the pace' so making more grindy would be bad. Splash in unskippable cosmetic upgraded with witty explanations, like having to add background elements to attract other colour ghosts. Ghost expression variations. Nametagged ghost of a specific color for a collectable system, splash in some story to them.

Theres really a lot of potential for this game and i don't say that lightly. Its a really good start, but needs content. A lot of potential to be a big hit. Work on it dude' you're almost there.

Really fun, really nice style. Only thing that i didn't enjoy is that you sorta see the end and the straight line is a bit too straight. A curve or a twist at the end would be a cherry on the the cake. But its in the name and its perfect as it is. Gj

I've been spamming it like QTE the whole time. There's no indication. I moved to shop, moved to area 2, spammed "pull" for a minute, moved to shop, moved to area 1. Didn't get a second fish ever. Game is not communicating its state durring fishing, or was i just so unlucky?

Getting fish to bite takes too long. Just staring at a frozen screen for two minutes isn't fun. Not even sure if the game is just broken or not. No indication. 

Its really fun. Beat it in about 3-4 hours while working. Blast ended up being quite useless throughout, being too close to vanguard to br effective, spending most of its time running from being respawned. Would love it if after spending so much resources on it it would at least stay out of fallens range, unlike regular rifles, giving it at least some sort of nieche use, allowing to pressure bosses. That would maybe allow to play around with boss regen becoming a mechanic\progress lock and blast being a sort of antiheal


But overall very pleased with the game. Would love to play again given some more content.

Got softlocked with +1. End expedition and end turn do nothing

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a few bugs here and there, round ended with me still having a turn. Not sure if it's bad code on "chance to add turn". But yeah, end of expedition and I get +1 but can't use it.

Seems satisfying, but needs polish. Really approve the idea of the previous person about adding a little arrow or a coloured pointer to the gem to indicate where the shot goes. Really hard to read the shapes. And maybe colour-code the shot itself to better visually point the remaining moves on the shot

Seems like the game would be a fun thing to do, but being limited to 3 tries on a guest account and I can't see all the functions of the game in a transperent way is realy just showing that the game will be shortchanging me all the way. 3 tries and "that's all you get, now pay up" is the taste this is leaving me with.

Inventory glitchyness aside, its a cool game. But of course "polish" is what distinguishes things. Right now, it needs a lot of love in the ui and user experience department, but it seems that the base is there already. 


My issues were:

Rogue is the mvp, dealing 50% of damage, meaning that he's singlehandedly better than a tank, a ranger and a healer combined. And before one says 'well they are contributing their own way', nope. I wish I could have 4 rogues as a team. It's either lifesteal is overpowered or the rest of the squad are funcionally useless.

Tank does not tank. I think there should be some damage reduction passive on him. Because all else equal, he has twice the defence of a rogue and dies instantly while the rogue goes on to solo past 13 floor.

You expect the character order to protect the 4-th slot, but its in a circle anticlockwise, meaning that my healer on 4th slot in closer to the enemy than my rogue on 2 slot .

Healer revive has low priority, it will keep draining mana on a 40mp 6% heal instead of a 40mp 40% revive. This is just frustrating.

Same thing with tank. He pops invulnerable at the start of the floor before getting into the fight and then spams taunt till dead, which, with no invulnerable , happens rather quickly. Rest in peace brother.

I spent 15k on a chest to get a lvl9 item that I didn't need to sell it for 35g. There is no reason chest need to be this expensive being how pointless they are.

The skill tree could autosave, I don't see why there needs to be a button.

There needs to be a shortcut to floor 5 if I defeat floor 10. Just saying.

In gear tab it would help to see the gear's stats if I hover over it. Just saying.

This is just from the top of my head. There is potential, but these issues are layering on one another.

Game fully froze at 1.4

No clue how obsession works and the E panel covers half the screen. Allowing enemies to sneak up on you. Stealth game where you need to listen to footsteps does not need such a heavy soundtrack durring the level. And the card swapping mechanic, while cute, is just a source of frustration. Cooldowns need to be communicated better. For 1 time i switched to yellow to dash out of the room, and all other skills were still on cooldown with me having no idea which one will be available first.

just keyboard hot keys would have been so much more playable. 


The mood of the game is amazing, but the gameplay, just agony.

Still no clue how hidden chest mechanic works. Spent 6 minutes clicking. I only got it once by exploding. If thats the system, i think its very cruel. But... eh... i guess that's what i get...

WAAAAAIT NEVERMIND GOT COUNTING LENS FOR THE FIRST TIME, BEST GAME EVER

I love the style and there's a lot of potential for it to be fun, but its just too damn hard, the curve is too steep and most fields past first boss are just unbeatable. You can be doing super good and have 3 shields, but one 50/50 and you end up getting 8 damage and lose. Would help if there was a no instadeath  relic for easy difficulty. The glasses seem pointless since you can't change your strategy by the time you reveal the modifiers. One artifact is very limiting. Ai relic is a straight disadvantage.

One could make a relic tierlist and most of them would be useless in practice.

The only viable thing past chord is candy to ease the suffering as due to the damage scaling blue hearts are only good for cheesing the no hit bonus.


And the secret chest mechanic is left unused since the mechanic is vague.


Really hope for a strong rebalance, at least for "normal"

Of course I'll keep trying but so far it's super unforgiving...

Cool game, really enjoyed the atmosphere and gameplay. Would love to play something expanded from this with trees regrowing and shifting monuments and such.

The png got me first very confused and then laughing.


Tight-tight-tight gameplay. Super fun, wish it would have continued.

Great game

"Final calibration protocol" didint do anything for me, orange purple and green were full but still had 110 pips assigned. I missed a setting?


Game start is super slow and game end is uneventful. The shift click distribution is fun, though maybe a "max, half, third" options would be more intuitive instead, since you almost always work with weird numbers.


But the overall polist is good. I like it.


Good game

Its super fun.

energized spark costing 1 red coin seems unfair, I really wish there was a resource price in the description so I don't have to waste time guessing what's better to void and what put into the market, and what to stagger.

Great game overall though, minor issues make you fall out of the immersion though

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Thank you! After two days of rolling for a good start and about 10 plays that went to lvl 8-14 and then stalled completely, i finally managed to filter out no-go cards and made a deck that almost stalled at the very end but still made it for the first time. Damn this was hard. And i'm not even sure there's any other way to beat it. 300 score is just too high. But this was damn fun. Realy wish there was a more relaxing dificulty.

Went for minecarts to draw the whole deck, so didn't bother with upgrading the resources and just pulled everything till getting the big ones. 12 minecarts, 5 gold mines, 5 furnaces, 3 gloves and a campfire that saved multiple levels.

Great game that I've been touching for months.

Froze on year 8 while shopping.

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The passives are way too expensive for how much they impact early game. By first stone apartment you don't need them any more so I didn't even know there are upgrades to passives too. Shame, didn't see 80 % of the art it seems.

could use a performance mode with 10 times less objects, my laptop was showing a sideshow.


But it's nice. And nice to have a incremental with a clear visible achievable goal. Nice

Can't skip intro and the spawner does not give the parts that I need. And when it does, Peabrain spams its textbox over its body blocking the view.

The visuals are fun, but the experience is miserable... :c Couldn't beat it and don't have time to watch into another 10 times...

The final part with 2 balls is a bit glitchy with things passing through walls and items and ball resseting even though i left it in place. But overall, needing a little polish, this was pretty fun. Gj.

All good. Don't do that tho. Don't send snakes to another dimension. That's wrong.

The +ability per egg ability is kinda chaotic. I'd love to have some control over what it picks, or there being a narrow subset of abilities from which it picks. Because it spirals out of control.  A game-ending ability pretty much.

I was really mad at the beginning. Rotations are super difficult and hands aren't as good as they used to be playing flash games. Luckily the control change helped wirh that a lot . Used a sharpy to do an arpeggio on my keyboard. Invested in -decay but it didn't make it easier. So started investing in crystals. After 10 it kinda snowballed easily, then went into negative decay and now have 25k crystals. 


Game needs polish  , right now it's carpal tunnel simulator. Shop could use click and hold option.

Also the high pitched noises from rotation and background sound is really painful and loud, so had to turn off aound entirely. It does not sound like a safe sound, please adjust the levels and pitch, it's ultrasound.


No endgame though. Shame. But else this can become a nice incremental game, needs some love and unlocks.