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M_David

17
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5
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A member registered Mar 08, 2025 · View creator page →

Creator of

Recent community posts

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.