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M_David

34
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A member registered Mar 08, 2025 · View creator page →

Creator of

Recent community posts

I couldn't play it. After godot name it just stuck.

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Not my cup of tea but I gave it a try, and I regret not. Music was very calming and enjoyable . Backgrounds looked visually appealing, like a watercolor painting.

One thing that I didn't understood, why have so many names, won't it be easier to let player input his name?

Thank you for playing and a valuable feedback.

I'll take a look at the button collisions.

I am thinking to add priority system but I don't know how implement if well.

I'll try to make change in difficulty more gradual.

yes the lack of necessity to upgrade is a known issue, I'll  rebalance the game for the next update.

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I'd say it was fun but either lack of coyote jump or input lag but I couldn't jump some times and I was just sliding on the platform and it was frustrating. Also I had a bug where I couldn't move camera, at the end it fixed it self some how.

I spent more time playing this than I should have, it was fun. 

Few thing I can suggest. Make Ai more aggressive, or have different Ai types with different level of aggression and aim level. Make pistol projectiles live longer or faster, when I shoot someone and he shoots back we both move in opposite direction and bullets never catch us.

Few bugs I saw. Weapon spawned in solid circle making it inaccessible. UI elements of phone for fire and movement remained on screen after the end of level.

It was pretty fun to play and I managed to beat one boss. Graphics looks neat. I like the fact that you can go faster by going forwards, usually in such games(that I played) you just move forward without boost. Music and sound effects were good. Ship designs looks good, but I'd suggest to make player ship more vibrant. Some times when I was looking at the right side I didn't notice how asteroids hit it, because they are similar size and colour.

One thing I didn't understood. What is the point of a 'fat' green ships, they don't attack.

I found strange bug but I couldn't reproduce it. Some times I'd stuck in upgrade menu and I couldn't jump to new dimension or exit to main menu.

Had the same problem. Turned out you should scroll camera with a window bar on the right side.

The game was quite confusing. It took me a while to realize I should manually scroll the camera with a bar, ability to go full screen wold be nice. The fishing mechanics well they are pretty simple but they work. I think you need better collision system with items, I believe I can only access them from bottom. I spent some time fishing and bought few items, I am not sure how much it affect my luck. It would be nice to have log with all(or most) of fishes to know how rare they are.

Hello. The game looks really good, characters, UI, sounds. I think game play a bit boring because there is no much variety, you just shoot spells, there is no randomness or risk and rewards abilities. Although I can't say much because I stuck on mushrooms, I just couldn't deal enough damage.

One thing I'd suggest, is to add sound effect or text message when you're out of mana. Because I didn't noticed mana and thought it's bug that I cannot use cards.

About bugs. Once I stuck, 'end' command did nothing. The only thing I remember doing before that happened, was using heal item.

I noticed that heal item, at lest small one, it heals percent from current health, not max health. Is that a bug?

Thank you for playing, and feedback.

I am surprised it was hard, I tried to limit everything in the first level to make it tutorial like.

There is no save system, because there is no progression. For demo purposes all levels are unlocked, so players can check everything without spending time unlocking things. It's just some towers that are locked for first few levels.

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With that knowledge I gave it another try. It makes more sense now. I guess I some how missed part in tutorial where it spoke about 25 minutes. It's nice to have little mage in corner as reminder of your tasks, but I would recommend to add some audio feedback to make it more fun, and work as a reminder.

I guess I just had no mana, the blocks seems to work fine.

some blocks like scroll are blue but they quickly gain their colour is that a bug?

knowledge is not spent? I placed watch and scroll and lost no knowledge, only mana.

I had a problem with cauldron, I managed place it but after some time game crashed, and when I played again I couldn't place it, it was just appearing inside the mage. Any way I deleted save and tried again, it was working fine. I even restarted game to see if it works, and did. But after I tried to check one more time progress was lost and cauldron was again appearing inside the mage.

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I am not sure what I should do, is this like very long idler? The quest system was most confusing, I didn't understood how it work and what all the categories and subquests are for?

After spending some time I didn't understood how to place new blocks, I had knowledge but all blocks were locked.

One thing I can say is, graphics looks nice, little wizard is cute.

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Well I finished the game. It was fun experience, although the fact that there is no rest and it just forces you in to fight makes it a bit boring. Having some kind of a trader of store would be good way to get ride of some items and get what you want. 

I found a bug, If I'll click to many times on 'new game' before game actually started, slimes will stuck and tutorial will never start and there'll be no way to exit.

Reading one of comments, I can suggest to explain tutorial over several different battle. first explain how to attack and defend, when you'll get your first items after that explain how to use them and so on.

The gameplay was pretty confusing. I understood that I should destroy enemy ships but it took me a while to realize how to shoot. The problem was I  couldn't understand how to shoot, turned out I had to press F to enter firing mod, at the end I think I managed to sink all the ships. I'd highly recommend to add audio feed back for guns. I also couldn't change speed after a while I am not sure if it was a bug or some autopilot mode.

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That sounds fun indeed. I'd like to flip kick a box in to someone's door. Good luck to you.

Interesting idea with nice looking graphics. Physics need polishing; How strong kick will end up and how will box bounce off was complete mystery for me. Also I didn't saw any use for money, I thought it should work like a score.

Thank you, I'm pleased to hear that.

Oh, I see, that makes sense. I tried to make tutorial a set of instructions that must be executed by player to advance, but it's too hard to check what actions player took with current cod I have thus I couldn't implement it. I'll fix/add everything you've mentioned, thank you.

Making a game with wife and kids, that sounds like a great fun and a wonderful way to spend time with your family.

Thank you for playing and giving me a feedback, I am glad you had fun playing it.

You need to build cages to have more prisoners, I think I mentioned it in tutorial. I should add it in to cage's description, I don't know why I never didn't.

I am surprised you managed to complete most levels without upgrading. I am afraid as developer I didn't thought much about how player might play. Clearly I'll need to overview stats and functions of some towers. Idea behind fire tower was that it's attacks put enemy on fire, dealing periodic damage thus even enemies out side of its range could die to a fire damage.

Thank you for a video. Explanation provided in it was pretty good and examples of games that used such orthogonal design were clearly inspiring. I Hope I'll be able use that concept to make game better.

Thank you for playing, and providing me with feedback, I'm glad you liked overall aspects of game.

Yes the UI is mess, I mostly focused on graphics and gameplay. You provided a very reasonable feedback on UI it'll help me fix a lot of stuff.

I am surprised people have trouble advancing dialog. I my mid when people would see a dialog box they would press space or enter, both advancing dialog. Anyway I'll tell players what button to press to advance.

As a solo dev a I have habit of working on different elements of game without finishing or at least getting them to some proper state.

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It was fun. If you're going to work on this game then you could add more variety of enemies and pick up guns, like a rocket launcher.

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Mommy I need new trousers! The atmosphere is scary as hell. Sound combined with grim darkness creates a strong tension. The fact that you're alone makes it even scarier because it's only you, your thoughts and your fears.

I can't say much, graphics were okay. I did like overall design and charm reminding me of old horror games. The big problem is monster's foot steps are too loud and I always know where he is. Animation of monster grabbing the player wasn't too bad.

The only bug I encountered was I couldn't move camera, it was fixed when I finished mini-game(fortunately it was just in front of me). Camera bug returned when I click out side of window this time real horror begun when I had to move backwards in direction of monster's footstep sounds.

I had a great experience. Graphics where great, and some what nostalgic. The gameplay was pretty interesting and fun like Portal but with magnets. I really appreciate the arrows on walls, great way to guide a player without too much nuisance. The breaking room was a nice place to relax and have fun by create and an absolute chaos. I think this game has a great potential. I wish you luck with it development.

Game looks interesting, graphics are quite nice. Can't say much because there isn't much, and because every one else already said all I had in mind. One think I'd suggest add option to close shop with escape button, or add text that will tell players they should press E to exit.

Game feels pretty smooth and despite a simple graphics looks cozy. I don't know what genre it eventually should be, but looking at dialogs I thought of survival or similar. Every day game will get harder and harder, player shell feel the suffering of boy and people around.

About gameplay.

It took me a while to understand what to do. First issue is a dialog, I could just freely walk away, it took me time to realize dialog can go further. I'd recommend locking player in place while speaking. For some reason I couldn't open fence on day 1, eventually I found idols then I went to sleep. Starting from day two everything worked, well at some degree. Over all it's pretty simplistic and lack of any challenges or changes(I mean there were changes like frogs, but it was not significant) made it pretty boring after some time. Anyway It's pretty interesting idea and unique concept.

Bug Report.

On day two character started periodically rubbing carrots... I don't know.

You can use stairs to lunch your self up whilst running. I actually used it to escape because fence wouldn't open.

Dialogs won't disappear, I am not sure it's happens all the time, but once when I spoke with a servant and just ran away dialog box never closed, then I spoke with mum and neighbor and their dialog windows all overlapped, thus I had 3 open dialogs boxes at the same time.

Couldn't progress over day 4. I just couldn't open shelf with idols.

It's not a bug rather information, ctrl + w shell close the tab. Happened few times. So ctrl as crouch button in a web game can be pretty bad idea.

It is unfortunate you had encountered a game crashing error(I assume it because I change help text which is written in array, but forgot to update array size)

I am happy you liked the game concept and art.

The difficulty can definitely be a problem, most of feedback I received was on graphics(which helped to improve them a lot), but most of the people do not spend time playing more then one level thus balancing levels is quit hard.

I was thought about preset torture devices. But I decided let play find their own strategy how to spent starting money. Your idea about starting with preset stuff based on difficulty sounds interesting.

Sorry I didn't quit understood your second statement, about button.

I was thinking experienced players would know that tower defences usually have tower upgrades, and new players will just click on stuff out of curiosity. I'll attempt to make much better tutorial. Could as well split it in two parts, for beginners detailed tutorial and for experienced player only unique element.

Thank you for playing and giving a valuable feedback.

Thank you for kind words and valuable feedback. I am glad you liked my game.

The visuals were inspired by early 2000s and '90s games. mostly by strategy games of that era.

responding to your notes.

I didn't add information about clicking on towers, because I thought it's obvious. Now thinking about it, people who don't have experienced in TD or strategy games might not think about it. It's a valid point.

I thought about returning money for destroyed buildings, but I am not sure how good it'll fit the economics of the game. Maybe I should try it any way.

You can speed up game with arrow keys. The reason I didn't mentioned it because game in development and I sometimes forget to match variables(like cd) with global speed. I could inform about such option with an additional warring.

Yes the credits and option menu are pretty raw. The idea was "it's better than nothing".

Pretty neat game. Combat feels really good, and dynamic. At first I didn't catch the main feature, but now I can tell its pretty interesting idea. Well merged with tune based combat. I also like the fact that we see things from slimes point of view. One question remains, can humans understand slime's speech.

it's hard to judge such an early prototype, buy my main issue was that character is very floaty, it mad pretty hard to avoid projectiles mid jump, and properly land where I need to avoid the spikes.

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I like the atmosphere of the game, although I didn't understood what to do, I just roamed around aimlessly.
about controls. they felt awkward at first, but after playing for a few minutes I got used to them, yet I don't understand why not to change direction with a mouse?

I don't know what was that, but it made me laugh, especially game-over screen.

it was fun to play, and the music was really good.

it's quite addictive.