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ldmnt

6
Posts
A member registered Nov 24, 2022

Creator of

Recent community posts

Awesome take on the simon-like games! I loved how some of the minor details brought harmony between the theme and the gameplay: being on the lookout for the discounts (although I’m not sure I really needed them? Just like real life ¯\_(ツ)_/¯), trying not to bump into everything when I binge-buy (felt like an actual supermarket run indeed).
I nearly got owned by dropping a necessary item behind the shopping list and then not being able to grab it again, and I experienced some stuttering and noticed flashing artifacts during the transition that hindered my immersion, but well I would not have noticed if the rest was not so polished.

Wonderful job!

Significant props for the great idea! It’s weird because I had a couple of serious issues with the UI and progression, and I think it must have taken quite some time get the fractal drawing done without thrashing the performance. Main UI problems were that hovering messages shift everything, and selecting an upgrade resets the scrolling. I also wish there had been a way to use twig resources to upgrade the dragon fractal. I really enjoyed the firework like explosive drawing, very good job on everything that happens on the right side on the screen. ^^

This felt quite good when going in straight lines, but unless I failed to figure out something, the fastest strategy is to run full speed into the wall at every turn. I didn’t quite get that good feeling of mastering the movement of the game because of that. Other than that, the execution is quite good, good job!

This is a banger! I loved almost everything here. Games where the physics/controls are a bit weird always make me feel good once I get used to it and realise I can be in control. Also had a really good epiphany moment when I realised the track was actually a loop. And although the tricks feature is not done, I had fun trying some loopings and stuff even just for style points. Actually think it’s best if there is no particular objective other than finding out what can be done (like simply flying around with the infinite boost. x))
Only negative point: the CRT effect does not do it for me, and the particles/lines for the speed effect are good during the huge descent but it’s a bit too much the rest of the time.

At first I was like "welp, rewind mechanic is cute but useless, don’t understand why the packages would do me any good, and also I can break lots of situations by pushing an enemy up with a package". But then I insisted for a bit, and the game really grew on me. Pushing a package forcefully does not always work, which makes this mechanic end up being a feature, and once I got in a couple dead ends, I realised you sometimes have to rewind for quite a lot of time to get out of a tricky situation, and next thing you know, a very common one button jumper ends up being a quite original little planning + precision game. Really good stuff!

Had a really fun time! A bit overwhelming at first, but in a good way, it’s quite easy to experiment with the controls, and when I got the gist of it it became really awesome. Handbrake mechanic and grass/dirt interactions really did it for me. Main issue was that it took me a while to understand that the blue lines showed me the objectives, and even so sometimes I would commit to finding one but it is super far away. Also, game runs fine but the performance takes a huge hit after using the "new game" feature. The aiming while driving is quite hard, even after some practice I would miss the items when I’m not under pressure, but I like a challenge so I wouldn’t say it’s bad.
-1 in creativity because I think this does not fit the theme.
Overall really good work! Probably really fun against humans (gave me agar.io vibes).