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LeoHsxg

4
Posts
A member registered May 31, 2024

Creator of

Recent community posts

The atmosphere and sound design are incredible! I really enjoyed the first two parts—the puzzles and interactions in the maze and mine were so well-done. However, I ran into a major issue with the camera sensitivity. It’s so high that even a tiny mouse movement spins the camera like crazy. It made me feel quite motion-sick, so I had to stop. If this gets fixed in a polished version later, I’d love to come back and finish the game!
By the way, this is honestly the best fits the theme of this jam I've seen so far!

Cool mechanic design! The combo effects are really diverse and fun. A quick question on the mechanics: why do both buying and playing cards cost energy? It feels like board capacity and buying power should be separate systems. Also, while the combos are great, the random card draws make it hard to plan ahead—adding more player agency would be awesome!
(Small bug: Some buttons and card purchases didn't respond occasionally. Might need a quick look!)

Great sound effects and satisfying hit impact! It’s a super addictive resource management tower defense.

  1. Progression: It’d be better to separate in-game traits from meta-progression. Mixing them loses that "Vampire Survivors" feel of building a run. More diverse in-game upgrades would add a lot of fun.
  2. UX Logic: The building flow is a bit unintuitive. I shouldn't have to go through a specific unit’s menu just to build a mine for a resource I’ve already unlocked.
  3. Strategy: As a TD game, player agency feels a bit limited. Right now it's mostly just placing barracks and watching. Adding more active tower defense elements would really level up the gameplay.

Thanks for the kind words! We're glad you enjoyed the art and the slingshot depth. The mechanics turned out to be more complex than expected, which resulted in a less-than-smooth difficulty curve in the level design, so thanks for sticking with it!