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miffrandir

125
Posts
12
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16
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A member registered Jul 18, 2024 · View creator page →

Creator of

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This was really fun, one of my favorites I've played so far. Really intuitive with minimal info dumping. Really well done!

Thanks for sharing the game. It feels a little too random to be really fun, but if you have upgrades which tilt the odds one way or another, I can see how it could become interesting. Feels like the game could make use of the suits and add another layer of depth. Also, didn't really do anything with the cash, and I beat both opponents.

Thanks for the feedback. I am working on improving visual clarity, but the shots and all weapons auto-fire when the cooldown expires. You should see the weapon cards starting vibrating in the bottom HUD bar when the weapon is ready to fire (with a tick mark inside). Thanks for playing!

I liked the visuals, but rock paper scissors always feels unfair against a computer since you never know how it is choosing its move. Either I was really unlucky or the game is reading my moves and then deciding what to pick, but to the average player it would feel unfair.

What a great twist on the farming game genre. I really enjoyed it and can see myself playing a full release. Very well done, nice polish, the world feels lived in. So good!

I think there's a really neat idea here. I would have liked there to be a little more pleasure on the player like a timer to type a word. Also I wasn't paying attention to what the enemies were doing and just focusing on typing. The game should have more of a feedback that I am attacked, like screen shake or particles or tweening the hp bar or sfx etc. But you have a solid prototype. Good job!

Hey, thank you for playing! Yes, I will be revamping a lot of things, reducing cognitive load and including a tutorial so it is more clear as to what to do.

Wow, hard to believe you have so much content in the game! I thoroughly enjoyed it, especially the level design. Very polished and there's a lot there to come back to. The only suggestion I would have is to incorporate a vertical attack (maybe you already have and I just haven't reached there).

Thanks for playing Captain Coder! Your feedback about there needing to be something that makes you want to come back and pick the game up again is very valid and it is very good to hear at this stage. 

Thank you so much for playing. I based the Vibe system off of Into The Breach's power grid system. Glad you liked it!

Thanks for playing and the feedback. Yeah I think there might too much going on for the player to keep track of. I will work on minimizing the cognitive overload and just let the game flow better. Thanks for the feedback on the visuals too, it's very valid and I am constantly working on improving it, all of this is programmer placeholder art still for me.

Thanks for the feedback! A tutorial level has gone right up my priority list.

Thank you so much for the feedback!

The polish is great and I like the overall idea of the game, but I didn't feel I had much of a say in what happened. If there were more loot boxes in the middle and I had a choice of what to equip and what to discard, that feel better in my opinion. But well done, the game looks really polished.

This was a really neat idea. As the other reviewer said, I would have liked to see the health and hit points of enemies. Also the ability to discard a unit currently occupying a starting tile when we upgrade would be nice.

Such a simple concept, yet such a challenging game. Very, very well done! I will keep coming back to this (as a guest though :))

I like the idea overall of it being a sidescrolling survivor game. But I think the balance is off and I was destroying bosses in less than a second and my hp never dipped considerably. I think there's lot of potential in the idea. Well done on creating a character customizer too!

I got like 600 points. This was cute, I like the SFX and it took me a second (i didn't read the description) to figure out that some fish need to be attacked multiple times. 

So this was fun! I definitely enjoyed the activatable ability mechanic, I think it adds something new to the incremental tower defense type game. I also enjoyed how easy it was to get powerful, usually very grindy skill trees bum me out. So well done, this is a solid base. My only feedback is there needs to be some more visual clarity. I only saw towards the end that there was a target amount of time to survive. Some of the sprites look more clear and crisp than others. And the boss could blend into the mob sometimes when they teleport. Very well done though, I had fun!

I liked it! I thought the alt fire was OP but some rockets would fall off as soon as they spawned, so not sure if I was doing something wrong. I did notice that in some areas you can stay far back from the stationary turret type enemy and you could see their bullets disappear. Not sure if my railgun bullets reached them either. Also in areas with lots of enemies the fps tanks quite a bit, but this could be a web build issue. Overall I like the aesthetic of fighting in tight canyons and moving like a pod-racer. Good job! Some enemy and pickable weapons would be nice and I can see this growing!

Thanks for the feedback! That's a great idea!

The combat felt really good and solid. Good job!

I've uploaded the Windows build with the pck file. Let me know if this works

I will do a reupload with a pck this evening. Apologies for the issues

oof I apologize. it is not an issue I have seen before. Could you try the windows/linux build maybe? what browser are you using?

I am not a platformer player and the beginning was too difficult for me.  Tried to make the first jump on the big ledge for a few minutes and then eventually had to give up. But the art and polish looks great!

I really liked the concept. But the web build was having issues on my browser (firefox) where sometimes when I click on the TV it would automatically move to the top left of the screen and when I tried to  move the mouse it would refuse to move or move with an offset which would prevent me from moving the TV to the right of the screen.

The art and the player design are very good. It's a very good starting point for immersion. Some enemy variety which actually makes you have to use the parry would be good. But this is a solid base to build something on!

Thanks for the feedback. The lack of a good introduction/tutorial is a key takeaway I am getting and will be working on to improve. The schedule style system you mention is really interesting, Shogun Showdown does it really well. I tried to emulate the upgrade system from Shogun Showdown, but the scheduling style was not something I incorporated. This is good to know. Ultimately I think I need to decide if I want to keep this a survival game or a tactical turn-based and which direction to lean more heavily in.

This was a fun little game I enjoyed. The control are easy to master and intuitive and the real challenge is just getting as far as you can, so deciding on how much you brake vs how much you speed up. My feedback would be to add more variety to the route, having to avoid other trains by braking or jumping over broken tracks by speeding up etc. Also it would be good to keep the UI showing which gear you are in close to the center of the screen. This way, I don't have to check the right side of the screen and then quickly check the track ahead. Good job!

Yes, sorry if that wasn't clear. You choose a tile to move to. The bottom bar in the hud displays the weapons you've unlocked. There are damage and cooldown numbers on each weapon. When the cooldown is done, the weapon will fire. Each bug/enemy has an HP. You have to move around the grid and survive the specified number of turns for each level. When the weapons kill enemies they usually drop shards (RAM sticks on the grid) which you can collect to increase the accrued RAM (it's shown on the top left of the screen). Once you clear a level you can spend the RAM on artifacts to aid your run. Sometimes enemies will drop a glitchy pyramid. If you get to the pyramid, a glitch menu opens and you can select a glitch. This will show on the left hud bar and you can click each glitch to activate and do certain things like expand the tilemap, shuffle the enemies, freeze them etc. When you clear a level you are also given a random free upgrade to your weapon. If you click on a weapon card on the bottom bar you can choose to activate the upgrade on the weapon. This could be something like damage +1, cooldown -1 etc. Additionally you can unlock some new weapons (these are shown as firmware options) in the shop. I did not finish my tutorial so had to cut it, but this will all be explained in future versions. Hope this makes sense and I am sorry about the confusion.

This was very cozy and very polished. I really enjoyed the experience and the music elevates the coziness. Kudos, I can see a lot of work has gone into this game over 1 month. Well done.

Such good game feel. Very polished. How the scoring works wasn't clear to me to help me select targets. But I really liked the game feel so I just kept shooting. Well done!

Oh man, what a fun game! You've hit gold with this one. Such a simple concept, yet the addition of enemies gives it so much depth. Kudos!

Yes, thank you that was part of the plan but I couldn't get to adding enemy tooltips/descriptions to the UI.

Very Blasphemous like combat. I like the gameloop idea very much. The fishing and mining mini-games were fun as well. But I struggled with the Alchemy mini-game UI. The recipes disappearing after you select the first ingredient was a struggle for me. 

There is some really nice polish in this game. But I am not a chess player so the gameplay loop wasn't the most exciting for me. But that's just me,A LOT of players like chess so I am sure this will have a great audience. I wasn't also very clear on how the scoring worked. Also you could easily get to a position where you were stuck with no moves but to forfeit which doesn't feel fun for not very good chess players like myself. But the music is great, the aesthetic is really nice (although the CRT effect is a tad bit too much for my taste). Best of luck with the game!

I had a lot of fun playing this. Please keep continuing to build this. I felt like my knowledge of footy and love for turn-based strategy found the perfect mix. The only feedback was that there was a lot of information to absorb straight up and I am still not sure how the intercept or some of the enemy effects worked like bone something and earth something. But really, really neat!