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M_David

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

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Thank you, I didn't thought I'd win with only two votes.
I use discord rarely but I just joined the server. Also I am not sure what is a channel, you mean little chat rooms on the left side with a hash symbol?

Thank you.

Yes balance is known issue, since it's a tower defence playing each level and tuning it takes too much time.
I'll check tower not focussing enemy.

It's never late for a feedback, thank you.

I'll check Hid/show button, it just should hide upgrade UI so player can see tower's range and other things.
Resting speed after each wave can be an option, that'll be easy to add. I could even add it as part of UI.
Typos shall be fixed.

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I realized I should find books, but I couldn't see anything, after first jump scare I just couldn't find anything, maybe I was doing something wrong.

Camera was literally rotating toward right, could be problem with my browser not registering position of mouse or something, because in full screen mode  it worked fine, It moved by it self only in default windowed mode.

Thank you for quality feedback. I also like how you separated everything.

About economy, you don't exchange anyone. Enemies defeated by towers shall become prisoners if you have space, then you build torture devices in dungeon(bottom area) and they'll torture enemies to death giving you souls(money). If you read tutorial an it was not obvious, that's my fault, sorry. I hadn't update tutorial for a while.

I have very little experience doing light, that's why I'm trying to avoid it. I know it can make game look good, but every time when I tried to implement it in other games, I didn't had much success.
I tried to make some simple animation using code, but they looked sill so I removed them. I'll definitely check out youtube channel you linked.

About music, I couldn't find anything short and fitting. The problem was that music I found were like 3x time bigger then my game. I compressed them but engine had some problem with that, but you are right music can be very important for mood and how game is perceived.

Thank you again, and good luck to you with your game.

I never though that shooting fish would be  that fun.
I managed to reach the angry octopus few times, but I never could beat him, maybe I chose wrong upgrades every time.
I can note that first level felt little bit unfair because some times there was not enough damage or fire speed to deal with enemies, maybe you make big fishes in first level more rare, or make fish a bit slower at least for that level.

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Well the atmosphere was scary. However I couldn't get far, I stuck in corridor with room 3. I found room where path was blocked by chairs and tables, tried to pass through, couldn't; looked around in other rooms, nothing.
One more thing in windowed mod camera by it self was slowly rotating towards the right side. In full screen it worked without such problem.

No I mean I couldn't tell how far and how high he can jump, may be it was written in tutorial but I didn't looked tutorial. So I didn't knew how tall/far I can structure to be. I mean there is a ghost animation but I couldn't calculate it for a long run. Also the fact that character can not walk under purple blocks and need at least one block gape took me by surprise.

It was really good, well polished and and with nice graphics.
The only thing I hade problems is  scale, like I couldn't tell will my character fit or no. it was mostly about jumping, like will he manage to jump, will he fit or he'll hit his head, some times couldn't tell until it was to late.

Tooke me a while to realize what to do, but I'd say it's a pretty interesting concept and I like it.
However the game is too laggy. Took really long time to load, and when I deployed first time it froze for a minute or two.

looking my units fight on computer screen was immersive, although  they died without my guidance.

Also I'd recommend adding simple text in deploy menu such as "pleas select tile/sector to deploy to" that would be pretty useful, because it took me some time some to realize I can do that.

p.s. I just noticed there is downloadable version, I may try it later. hope it'll be less laggy then web version.

I played it I think at sprint-8, so this is second time.
I am sorry but for me it didn't went to right direction. I don't like smaller corridor.
The fact that I am now forced to look at box gives less control, since I have to always aim downwards.

on positive side I like variation of kick(if it's a new thing).
Also thank you for debug menu, I spent time kicking box around with low gravity and high up force. I think it can be actual feature in your game, or you could use it as randomizer to make levels unique.

Answering specific questions, yes new map is much easier to navigate especially with arrows.
Could I find any 'fair' settings no, only fun one, mentioned above no grav combined with high force.
Art style looks fine.

What can I say at the end; I spent about 10 minutes kicking the box around, that part of the gameplay still kicks.

As people said story mode was too easy. The endless mode I didn't understood, first it's was too hard, but then I found weapon that shoot all over the map a gigantic circles so I just stood in middle holding left click. Also I think there is no way to go back to main menu after beating story mode.

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Well it was quite fun to run around, the game was too short to give any actual feedback.
I didn't understood am I doing something wrong or dinosaurs are just too tough, took all of my arrows and rockets to kill first two.
One bug I found is that camera sensitivity will rest when restarting level. I think you just forgot to apply value from settings, because number there didn't change.

Played it a bit. To be hones it was boring. I didn't played many deck builders, but as far as understand the Idea of such games is that you have chance to get some strong combos because you took the right cards. Here you do almost nothing.

About translation, it's tolerable most of the time. Tutorial text is poor, I understand what it says, but translation there is not very good.

Little bug I found. In dialog with devil (after being hit by a bus) changing language will only change new text, and old text shall remain in previous language.

If it's important I was playing as policeman.

I would say game have interesting idea and some atmosphere, but I think you must work on gameplay, make it more engaging.

First I really like graphics.

Second I couldn't beat the game or go too far, I reached the locked door next to bunch of circular saws.
Game was too hard because I couldn't feel the size of a character and because of small FOW, I just couldn't see traps that were to close too me.
Also the jumping was too floaty, it might be intentional because it helped be in some parts, don't know.

Any way that wasn't bad. I think make you it more fair and polished, and It'll be pretty good.

I played solo, so note that. 

Monster never attacked me, he was just walking around.

If player whistles while standing on stairs, monster will hit the stairs and stuck.

Foot step noises can be heard even when monster is stopped with 3rd ability.

I would say that old map was better, because new one is too big, but again I played solo maybe with actual player I'll be different. However new maps design with bright green maze is not very scary.

I think it because web games are safer, people don't want to download potential virus or a zip bomb.

Thank you. Of course here is a link. 

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Hello, may I use it for a Youtube vide as BG music? If so how may I credit you?

 p.s. It's a speed art video.

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.