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m_2ne

44
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1
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A member registered 61 days ago

Creator of

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This is a fantastic little puzzler! I really loved your graphical style, and the level design was very well executed. Great work!

Very cute! I think this is a really great idea for a short little children's game. Simple, approachable, and a nice use of the theme. Well done!

I loved the atmosphere here. The piano piece was absolutely gorgeous; made everything so serene. I didn't mind the simple gameplay - it might be a bit too simple for me, personally, but I don't think it was a bad decision at all. I didn't realize there was an upgrade menu until about wave 7or 8 - does the game not say anything about that, or can I just not read? Overall, I think this was a really solid entry. Keep up the good work!

I really enjoyed the style of this one, haha. I absolutely loved the character models! The voice acting was also very humorous (with respect to the player character constantly referring to sticking artillery shells, well, you know where).

The gameplay was pretty fun once I got the hang of it, although it did make me realize that I have no idea how an artillery cannon actually works. It's a fairly unique concept for a tower defense game, and I had a good time with it. 

My only critique is that the bodies of fallen enemies (especially the big ones) made it very difficult to see enemies that were still alive. Consider having those despawn after a few seconds. Other than that, awesome work!

A really cool concept for a puzzler! I think you did a great job with puzzle design here, and designing a good puzzle is not an easy thing to do. I liked the simple graphics, too. Great job!

FANTASTIC! The graphics are adorable, the gameplay is smooth and challenging, and the music and sound design is totally on point. I think you knocked this one out of the park!

And yes - nature is indeed cruel.

This one was so much fun! I really enjoyed the digitized sprite look that the ships had. Movement felt pretty fun, and the abilities felt really cool (I especially enjoyed the no-cooldown cannons). Excellent work!

They're definitely unrefined, yes. Thanks for the feedback - I'll make sure to fix it when I come back to this. Would mouse controls be better? I can't really think of another way to control the camera when not using a controller. Also, I'll be sure to include options to invert the axes.

A fun premise, but, in terms of gameplay, I don't think there's very much going on here. The game goes from fairly easy to ridiculously hard VERY quickly, which makes it difficult to get very far without constant fast clicking. Other than that, I thought the graphics were clean and the music was quite impressive - did you write those tracks yourself? If so, nice work.

I enjoyed this one. I think there are some really good things here, but there are also some parts that could use some work. I really liked the art direction - you did a great job at conveying feelings of loneliness and tension. I think the music helped a lot with this; it made me feel uneasy, but in a good way (which was probably the intention). The character and enemy designs were also really solid.

However, I think some of the gameplay aspects missed the mark. The eyeball-hand enemies (Is this a callback to Yume Nikki? If it was, nice touch!) felt like more of a nuisance than anything else. They weren't very difficult to avoid, but they would kind of crowd around you whenever you were in the middle of interacting with something, and would then proceed to hit you when you were finished. I felt like there wasn't much I could do about that, which was a little frustrating. I felt that the puzzle with the 6 statues was far more tedious than it needed to be; I don't see a reason why they needed to be moved one tile at a time. Other than that, I think the puzzles were well executed - simple but effective.

The menus also had some aspects that didn't make a lot of sense to me, but this really isn't a big deal - just some things I noticed. I didn't realize that 'continue' meant 'load game' until close to the end; I somehow managed to load a save from behind the ending screen. Also, all of the system menu text (options, save/load, etc.) was in Russian - was this intentional?

Overall, I think the art direction and style was great, but there were a couple of missteps in gameplay. In spite of that, I still think this was a fun experience! It could really go far with a little more fine-tuning. Nice work.

Thanks! Glad you had a good time.

Overall, not bad. I thought that the gameplay generally felt a little clunky, though putting the crates on the raft as quickly as possible felt quite nice once I got the hang of it. The music was good, and I really liked the shader that you used for the shield. I also noticed some IK stuff going on with the player character's legs - nice touch! I know stuff like that isn't the easiest thing to do, so kudos on that. Good job!

Very nicely done! The art looked good, and I really enjoyed the music loop (bossa nova rules). My only critique is that it's not immediately clear what the lose condition(s) are - I had to go back and check the description before I realized the timer was a 24-hour clock (I should have read it first to begin with, but I still think it's a fair point). Also, does the overcrowd-meter do anything?  It didn't seem to do anything. Still, I think you should be proud of what you have here - great work!

Thank you! I'm happy to see that people are getting a kick out of the presentation, haha. And that's a good suggestion; I'll consider that.

Pretty fun! I ADORED the music - very well put together. The gameplay loop was short and sweet, which I admire, though I wasn't the biggest fan of the fact that you couldn't remove traps after you placing them. Still, a smartly-executed work. Nice job!

Nice atmosphere, and the music was very soothing. I do feel like there might be a tonal clash between the peaceful music and the fact that the main obstacle of the first level is a dinosaur - but that's the kind of weird tonal dissonance I enjoy. The bonk sound is a classic, though the attack itself felt a little slow. I felt like a war criminal for bludgeoning those poor mushroom creatures haha. Overall, a fairly interesting little experiment.

Thank you! I appreciate you noticing the details.

Very nicely done! I knew I was having fun the moment I saw that you could upgrade each unit - I love stuff like that. However, I feel that being restricted to one upgrade for one unit per round makes it feel like enemies seem to ramp up in strength much faster the player. I'd much prefer if you got multiple upgrade points per round with stronger enemies (or some other similar balance lever against the player) - that way the player may feel more inclined to focus on spreading their upgrade points across multiple units, rather than just one. Sound and visuals were very charming, and I enjoyed the simple premise. Good work!

I think you struck a good balance here between keeping things interesting and keeping things simple. I like the concept of a bullet-hell boss-rush with a melee-only character (does this exist already? I'm also really bad at bullet-hell games so I wouldn't know anyway haha). The different colors associated with different boss mechanics were also a nice touch - gave it some much-needed variety. Overall, nice work!

Thank you! I noticed that I had some difficulties with adapting to the camera myself haha - an options menu is definitely on my list!

Thanks so much! Enabling mouse-based camera controls was something that was on my list, but I ran out of time. I plan to go back to this at some point in the future, and that will be one of the first things I do. I appreciate your feedback!

That's awesome! I think you totally nailed the tone - I instantly recognized that sort of vibe. Fantastic work!

Thanks so much! I'm happy you had a good time with it. And the game doesn't make use of a life system - the only thing that ends the game is the time limit.

For a first attempt, this is great work! I think it's more than commendable that you gave it a shot to begin with - I know I never would've attempted something of this scope. While it might be a little confusing, it's still very much an achievement!

And I've heard of those types of games before, but never really played them (though I have been interested).

THIS GAME RULES. I loved the clean graphics, the fact that the player can get as creative as they want with their rhythms and build setups, the tight gameplay loop. Absolutely stellar job!

So charming! I had a lot of fun studying the music while playing this - there were some really intriguing compositional ideas on display here. I've never heard a (...xylophone? marimba?) sound so threatening before. Well, except for maybe in Super Mario 64. That, and the combination between instrument samples and chiptunes was really fun!

I loved the art style here too. The character's expressions were fantastic, but there was a strange sense of melancholy to the atmosphere, which I found quite compelling - must be the lack of colors. 

The lack of diagonal movement took a bit of getting used to, but honestly I don't think it affects the end result that much. I didn't expect sine wave functions to be so hard to dodge!

Overall, phenomenal work!

Very dense and EXTREMELY ambitious, but equally impressive. I ran into a couple of issues getting things to work (I think my expedition unit got stuck once or twice), but the game runs well otherwise. I think with some adjustments to the UI, and a clearer explanation of game systems, this could go far - I've never heard of a turn-based MMO strategy game before.

Thanks! They're weird birds in the real world, so I did my best to capture that here.

Thank you so much! I really appreciated your willingness to just do stuff to see what would happen (I especially enjoyed watching you pick up a bunch of stuff and then proceed to IMMEDIATELY sprint into the water). I think that kind of curiosity is a special thing, and it's something that I like to do too. Thanks again for playing!

Thanks a ton! I'm grateful for your feedback.

Great visuals and a really interesting spin on the rogue-like genre! I especially like the pirate theming (arrrr).

The design of the character is cute. Good place to start, but fairly buggy and didn't seem to utilize the theme very well, if at all.

This one was pretty fun. I liked that it had a sense of humor, haha. I can't tell whether this character is wearing a knight's helmet or is some sort of man-shark, but I don't mind since both of those are funny. The overall movement felt really nice - I had a great time with the sense of speed. 

I never managed to get the wave mechanic to work correctly. Pressing R only seemed to make the Wave bar decrease and nothing else. Was I doing something wrong? Either way,  good work!

I sympathize with the fact that it seems like you didn't get to include some things that you wanted to in the final (so far, anyways) release. There's a really interesting concept here, and I think you should explore that further. I enjoyed the graphical style; I felt like I was playing an MS-DOS game. Overall, a great start.

This one RULES. Gameplay was super satisfying and felt great, I really enjoyed the visual style, and music was AWESOME. Fantastic work!

Also, I really got a kick out of the classic-sounding voice lines, haha. Did you record those yourself? They came out great!

Thanks!

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Did you know Elijah Wood was in that movie?? I can't believe I never noticed. (Okay, editor's note - I was thinking of Happy Feet. I seem to have gotten my penguin movies mixed up.) And YES, I will absolutely make it more dramatic - I'm planning to revisit this at some point in the future, so your feedback is appreciated!

An interesting concept. I really enjoyed the setting! Excellent sound design and great visuals - loving the classic Cold War atmosphere that's on display here. Exploring the environments had me on edge; I noticed that the landscape seemed to change each time I went outside, which was a brilliant touch. Nicely done!

Sorry for the delay in getting back to you. I had initially thought that it might have been something in the project settings that caused this issue (possibly an incorrect input mapping), but, upon further inspection, everything looks as it should be. I would recommend trying out a controller.

Stuff like that in games always gives me a laugh, so I figured I'd do it too, haha. Thanks for your feedback!