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metaempire

15
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A member registered May 18, 2022 · View creator page →

Creator of

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Very cool, I love the idea of unlocking more max levels between deaths/runs. The sound of picking up the minerals/currency is a little grating, but overall enjoyed it.

Nice job, I like the set up of having to switch between the "alive" and "ghost" stages. The to be continued was a fun way to let people know the experience is over too. 

10/10, knocked it out of the park. The basic mechanic is funny, fun, and adapts well to the different levels. Only feedback is that sometimes it's hard to click on the body to start dragging the triangle. 

Amazing and funny intro, the death FXs are wonderfully splatty. Great job on this one.

I got stuck on the level with the buzz saw, but I liked this game overall. The concept of using your deaths to help you solve the puzzle is great. Perfectly executes on the theme. Idle animation is great too!

This is fun! There is a high level of polish in the level design, graphics, smooth gameplay. The tutorial is the best i've seen so far too!

This is fun! There is a high level of polish in the level design, graphics, smooth gameplay. The tutorial is the best i've seen so far too!

I loved flying up to space stations and seeing the models used there. It gave me Armada vibes from an old Dreamcast game. Super fun, and the storyline fit the theme perfectly. I thought the controls / movement needed a little tuning, as it took a while to get to each destination. 

This is amazing, the graphics look great, the high quality menu sets the tone for the whole experience. My main feedback is that a softer transition between levels would make the gameplay feel more smooth. Overall a winner for me. 

The VFX for respawning/creating a clone is awesome, and the skybox is really immersive. Very cool how the clones started acting on their own too.

Super cool story set up and the pixel art animation looks great!

I'm impressed by the way the (seemingly) endless levels generating automatically, and the visual information that indicates when spirits are going to leave your targets.

This is awesome, in particular the weapon upgrading UI was clean and easy to use. I'm planning on making a similar game in the future  and I'll be interested to see how you implemented the weapon upgrades and infinitely scrolling background. 

You're pretty much spot on what we were going towards, almost like a Tetris / overcooked juggling act.  We're hoping to come back and add to this game later on (after the rating period is over). Thank you for the comment!

Thank you for playing! A morbid management game with a twist is what we were going for, but we ran out of time to add the twist (and a lot of other things).