Cool concept. Love the art, pretty well done. The shield movement at high speeds is a bit iffy, but otherwise cool. The game needs some variety as right now it is just doing the same thing over and over again with some slight variation (i.e. skeleton has more HP or the bat is faster) but feels same-y after a while.
Overall, pretty well made experience nonetheless.
Kreed Games
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Very interesting game and I like how you interpreted invincible. I liked the art and the overall gameplay. The enemies look cool and I liked the parry mechanic (even though I failed at it 50% of the time). I would've loved to find some sort of equipment or something. One thing that was annoying was navigating, while I don't mind the way you handled it (i.e. similar to adventure games), I would've preferred if there is anything that shows where the exits are as it was pretty inconsistent how to leave a place. Some times you click down, sometimes you click left or right, etc...
At one point the game bugged after I died and I respawned (couldn't take any actions). Overall, pretty fun and good game. Pretty solid experience!
The game unfortunately it is pretty bugged. Tried it twice, each time I end up with the same result. Clicking on a resource suddenly give me 10K of that resource (I am guessing this is debug stuff left in accidentally). I was able to get all upgrades immediately. Clicking on buildings sometimes doesn't work and you need to click right below them. Same thing with resources. I can't pan the camera to the right past the start of the bridge-like middle section. The labels on the left are cut off from the top and the UI is chopped off (camera zoomed in too much I think).
Not sure what is going on at all, just see my base that doesn't do anything after buying everything. The house upgrades don't work despite having tons of resources.
Novel concept. There are things that I didn't know what to do against like the black stuff in wave 3 I think that just shoot way too fast from the sides. Hard to predict the exact angle + timing when they are this small. There might be something here with a bit more nuance to the design. Right now, it gets repetitive.
Interesting concept, the art is pretty amazing. One thing I am not entirely sure about, I get a scissors so I switch to rock and the result is "Blocked" even though that used to work before the enemy was down to 50% wasn't sure what is needed a combo multi-correct answer for it to work? That is where I quit... it got too fast for me to react in time unfortunately.
Interesting concept, I like it. However, the gameplay needs some spicing up. After 10 waves of just spam kicking it gets pretty repetitive. The art is just amazing, well done on that front. I really liked it. The camera would've been better if it is a bit top down and less this below waist level. I guess to show the picture, but could've been a toggle view.
Overall, well done and feels like this could be expanded into a proper game with some thought into spicing things up and offering some combination of mechanics -- even maybe a bit of narrative.
Thanks for explaining. Delayed attack after looting is actually part of the game -- looting delays the cooldown by 1 second. So if your attack cooldown is say 1 second, looting extends that to 2 seconds. There is an upgrade to reduce cooldown. That said, the part where you said it doesn't happen till you die that I never encountered before. Any errors in the console?
Interesting concept and a lot of work for a jam game. Good work pulling this off. I don't see how this fits the jam theme but maybe because you receive damage and heal between battles? In any case, pretty cool game. Would be cool if I can just drag and drop units instead of having to click them, click select then place them.
Interesting concept. I think it needed the ship to be more responsive since 1 shot kills the ships you're defending. Also it was annoying that I can just go out screen and not warp from the other side and if I want to go back, I need to traverse the entire distance I moved off screen. Would've been nice to see any upgrades or some sort of play on the concept as the game progressed.
Haha, this is a pretty cool game and concept. Reminds me of Kill It With Fire. Loved the art -- especially the part where you flatten the fly at the start. One thing I wished would happen is that my weapons would actually cause damage to the house and maybe what that entails. Perhaps that would've been too much for a jam. And that ending. I was like "I think doing this is stupid, but maybe there is a twist" and it delivered :D
Well done!
Interesting concept. I wasn't exactly sure how to get humans who are shooting at each other (with no blue bar) and almost dead into the temple. They seem to ignore me and just shoot at each other. Dash also seem not to work. No matter how many times I pressed it. Holding Space didn't do anything too.
Thank you very much for the kind words. Unfortunately balance was left to the end so there might be a few waves that are difficult to handle. You can buy Meta upgrades (main menu) that makes it easier to handle these waves -- might involve a little bit of grinding. I did fail to mention in the description that whatever left over credits you get in the round turn into meta upgrade currency. Not sure if I can update the page anymore though.
Interesting concept, I really liked it. I think my only gripe with it is that there was a "rotating" or "orbitting" moon upgrade that flew in an elliptical path overlapping the planet quite a bit which was annoying since I didn't imagine that to be the behaviour. I tried getting the upgrade again but I wasn't lucky enough to find it to grab a screenshot.
Good work!
I really liked the idea -- merging dungeon crawling with idle games works well here. I would say though, after a while it feels cumbersome to just hold W to move forward. Not sure this is a jam limitation or intentional. Personally, I would've loved if I can just move about like dungeon crawlers (Legend of Grimmrock) and that constitutes my choice instead of having to click then just hold W for a long time doing nothing.
One upgrade I found useless is the click less to mine since clicking to mine didn't use any invincibility, it wasn't necessary at all.
Theme feels contrived since the "invincibility" bar is just HP renamed and didn't feel like an actual invincibility.
Overall, good work.
Interesting idea. I felt it was unfair that when the carriage is returning sometimes I get damage even though it is on the way back to me so I have no way of doing anything to prevent that. I wished that I could use the mouse for this instead of WASD since sometimes it was iffy aiming especially when you can collide with the carriage instead of go through it.
The upgrades tied to portals instead of collected souls isn't bad, but took me a while to realize that. I would've liked to see more upgrades -- especially those that don't trivialize the carriage mechanic so early in the run, but I am guessing that is a time constraints issue.
Good work!
For some reason the bottom part of the game is completely cut off for me so I couldn't see the text and I couldn't see the icons. I tried to place the first trap but it seems not to work? The second one (electric) seemed to work fine. For some odd reason I can't jump over the tiny fence but I was able to jump outside the map (wasn't looking forward when I did it) and I went through the world and had to exit out. Game has potential but feels a bit buggy.
Interesting take on the concept -- haven't played one of these types of games in a long time. The boss was a bit too difficult for me (the first one) but I was never good at these kind of games (matching colors fast).
It kinda good repetitive though after the first 3-4 waves and was hoping to find any sort of powerups or anything that would shake up the "change your colors" formula a bit.
Nice work making the game in GDevelop. The buttons seem to take a little bit to react to the click so I ended up clicking a few times till I realized the animations were slow (when starting the tutorial or a level).
I liked the overall idea, but I think the erratic movement and speed of the enemies make it hard not to get damaged by them. That said, it felt like I can never die so wasn't sure where is the "risk" in doing anything except losing bullets but you get 5 bullets if you just wait for a second or so or can return, restock and go at it again.
I liked the idea that you don't attack but rather you defend yourself but it was annoying to have to wait for the shield to rotate around and try and get a good angle. There are a couple of places I found where you can just hunker there and set the shield to be in front of you and you're literally invincible forever.
One bug I found, after 3-4 upgrades, I stopped getting any XP and the XP bar was full and it didn't reset and no matter how many I killed, I didn't get any more upgrades.
Really cool idea, pretty novel one at that too. I think I broke the game -- reached a point where I was level 32, had tons of those bouncy red things at the edge of the screen and I pretty much had almost endless turn in a wave with more than $250K after buying upgrades worth of $200K. I quit at that point.
I think it needs some balancing and would be nice if you start off with a weaker ball and maybe not hit that level of OPness after you've unlocked other ball types perhaps? :P
Good work
Hello everyone,
Just as mentioned in the title, I am an experienced Unity developer (6 years of experience). I've released a couple of game jams and worked on a bunch of professional projects. I am looking for a 2D artist to team up with for the jam -- ideally, you can animate too, but we can work around that if you can't.
To set expectations, I have a family and a job which means I won't be able to pull all-nighters or 8+ hours of dev the entire week. However, I am planning on working on the game jam every day during the jam week, especially on the weekends.



