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Lo

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A member registered Jul 03, 2017 · View creator page →

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A unique 2D movement game for 2 local players on gamepads or sharing a keyboard.

You play by moving around the morphing arena trying to collect points. If you touch the opponent's color, you'll drop all your points and then it's a race to see who can nab the most!

The big squids that move around the field are always painting it with their colors, and then the colors melt and morph all on their own. This makes for an ever-changing arena in which to zip around with satisfying 2D controls!

 Best played on gamepad, but two players can share a keyboard or any combination of keyboard and Xbox/Playstation gamepads.

 Also features needlessly catchy music! :D 

Play it here: https://los-games.itch.io/goldfish-color-dodge 


We hope you enjoy it!

Lo & Mawleen


First off: LOVE the game, absolutely brilliantly designed and implemented <3

Suggestions below are only to facilitate more time with it and being able to recommend it to more people :D. As such, my requests are mostly ergonomics/QoL and accessibility focused:

  • An indication of the last shop opportunity if about to leave while still being able to afford more things.
  • Floor number indication while in shop.
  • Highlight available destination tiles on card hover. Would maybe combo nicely with:
    • Confirm move by clicking again on, or dragging card onto, on of those highlighted valid tiles.
    • Keyboard shortcut for cycling through cards instead of mousing over, to show available destinations as suggested above and to show cards' general info and powerup text.
  • Include damage reduction from armor in "You will take x damage" text on tile hover.
  • Clearly distinguish 0-damage tiles given current armor -with some unique look or just by making nonzero dmg tiles a little more clearly bounded (many ticks all over the board are tricky to separate into tiles sometimes).
  • Clearly distinguish tiles which would be fatal given current armor -maybe reserve the skull graphic for this or somesuch.
  • Undo option, limited like in Into the Breach or unlimited as maybe a difficulty setting.
  • Keyboard hotkeys for ending turn; leaving shop; leaving intro area (but not before player has accomplished these things once using cards -it teaches the mechanic so nicely!)
  • Option to visualize and slow down / insert a small pause between effects so that it's easier to understand why e g killing a Matron using a card with diagonal splash doesn't also kill the freshly spawned Sacs; or why pushing a nimble unit using a card with Splash doesn't use up 2 of its charges.
  • Option to previsualize where a Nimble unit would move to.

Hope some of these fit your vision! Stay amazing! <3

omg omg om gom congratulations!!!!! <3 <3 <3 <3 : DD

Love it! <3

What! Lil friends :3

Thanks for sharing, it made me cry <3

YES!! Oh my god a million congrats!!! 💖💖💖💖💖

Oh my gosh I love it! It gives me the same satisfaction as Hexcells and Paint it Back but with less of the strain! Tysm for uploading! ❤

Happy hols and best of luck on your teaming-talk! <3 <3 <3

I have this game on Steam and it is amazing. I love playing it and taking breaks to make music while it runs in the background <3

Oh my GOD I love this update! I'm so so happy to hear that you're working on the robustness and testing up a storm! I think that makes it hugely more likely that your wonderful game will live up to its potential <3 <3 <3

I. Am. STOKED! <3 <3 <3

Oh yes!!

Ohh! My logger bots are never gonna be axe-less again! :D

Good eye! I LOVE the new pallet things for planks poles and logs! :D

The hype is real!

HECK YEAH! :D <3 this game is such an injection of lifeblood into the genre!!

I love this breakdown! And I second the request for some Brain updates! :D

Even if the sky falls down before you manage to finish this, I still would prefer that to you burning out <3

stfu the looping on the gif is so sick nvm the cow look at the windmill jfc :D

Oh! Of course! That's why you're the best :D

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Holy moly macatronics :O

Not to further encourage the current scope-splosion cause I don't want you all to burn out ^__^; but I think it would be hecka neat to just treat carts as a type of worker body with a super restricted navmesh, and program each cart (or locomotive) with its own lil worker brain :D

Omfg :D

Yeeeeesssss I've been wishing for this!! :D

So happy with the design decision to not enforce pressure! <3

Just found this through Aavak's YT channel, LOVING it so far! :D