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MGB230325

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A member registered Mar 28, 2025

Creator of

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I really liked the cute pixel art with its unexpected contrast compared to the cover — it was a nice surprise.

The core gameplay intention also came through clearly, which I appreciated. With just a bit more detailed design on top of that, I think it could feel even more like a complete game.

Keep it up!

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Interesting idea!

Finding characters who subtly react to your movement as you walk around created a nice sense of tension. I also really liked the art style.

However, because there were only a few types of civilians, it eventually became easy to tell regular characters from spies at a glance, which removed some of the intended mind-game aspect — I found myself identifying them almost instantly without much hesitation.

Still, I think this is something that could easily be improved as the idea expands. Really fun experience overall!

(This comment was written using a translation tool.)

At first, I was confused about what to do, how to score points, and what the tiles were while playing. But after reading the GDD, I think I understand the original intention.

It seems the core loop was meant to be a matching game where you build terrain tiles by stacking blocks and place them strategically to score points.

While that design intention didn’t come through clearly in the gameplay yet, I still want to applaud the team for implementing those core systems within just two weeks — that’s genuinely impressive!

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It’s really impressive that you managed to implement such solid core gameplay with this level of quality in such a short time!

That said, the left-click movement and right-click shooting in a top-down shooter felt a bit uncomfortable. I often found myself moving to a corner and staying still to shoot, rather than moving and shooting fluidly at the same time.

(This comment was written using a translation tool.)

Interesting idea!

I liked how the concept of controlling a city as an observing entity blended with the gameplay. However, from a “game” perspective, the intended role of observation didn’t stand out strongly enough.

It felt like I could clear the game simply by rapidly clicking between areas to keep everything slightly monitored. Because of that, observation didn’t feel essential, and the experience leaned more toward a physical, reaction-based game.

I think it could become much more engaging with additional variables or mechanics that make observation feel more meaningful.

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The gameplay doesn’t feel fully complete yet, but the core system is already in place, and it seems to be working well.

Farming money by clearing mobs, getting beaten by the boss, reopening the inventory, grinding again, and repeating the challenge loop was simple but addictive and fun!

I think the game could become even more enjoyable with further balance adjustments, especially around build variety and stat effectiveness.

(This comment was written using a translation tool.)

This was a really clever rhythm game!

The concept combined with the eurobeat made it super energetic — I found myself moving along to the beat the whole time. What I especially liked was that it wasn’t just about pressing buttons in rhythm; having to follow the spotlight added a dynamic layer, requiring active reactions and pattern memorization for mastery. It made the gameplay feel deeper and more engaging.

Really fun experience!

(This comment was written using a translation tool.)