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MightKill

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A member registered Apr 01, 2025 · View creator page →

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Super fun and ridiculously cute!

This game is amazing. Everything works really well together from the sound, art, music etc. I can't believe you managed to create four different sets of cards on top of everything else! Only thing I'd love is a way to turn the head bob off because I'm at the point where I'm going to ask a waiter for a bucket.

I tried a few times to get to the 5th level as level 1 but I haven't beat it yet. It's a bit hard to line up the things on the floor with where you're at because it feels like the camera is really high up but it's an interesting concept. I liked the look of the 3rd level on with all the crystals hanging in the air.

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Definitely feels like Etrian Odyssey, right down to the TPKs! I really like the information you present about objects in the world as you approach them and the strafe selection at the start of the game is also great. Everything feels really polished menu wise as well. It would be nice to be able to use the selected ability in combat without clicking on it again though. I also didn't really know what to buy the first time through but apparently ammo is always good to have and apparently so are the kits to revive. All in all, great game but definitely difficult depending on what enemies you run in to and how often you miss.

Just an edit to say that I figured out you can just use the spacebar to select everything and that makes the combat selection easier and faster. My brain defaults to mouse still.

Thanks for the video playthrough and the kind words!

I really like the sigil drawing idea but I'm also really bad at it. I love the enemies. The skateboarding bird cracks me up (until I try to draw on him!). I did start to have more success with drawing the spiral as I played though but it's rock paper scissors so I need to get better at drawing the other symbols. The music fits really well, also.

I am wonned! I can tell from the laughing in the intro that y'all had a lot of fun making this and it was fun to play. I don't know that I can take any more beat boxing today though lol

I really like the look of this game. Going up the first elevator is epic. It took me a bit to figure out that I had to look for the fragmented buildings to defrag them (it always makes sense in hindsight!). I also learned to step backwards onto the elevators after my first few floors. It would be epic if you used AudioStreamInteractive for the music and dropped the bass when you go up an elevator. I haven't tried using something like that yet personally but I bet it would rock here.

I like the computer terminal door locks. It has a good animation as does the robot attacks. Making a bunch of 3D assets and then animating them takes a lot of time and everything fits well together and works in the environment you've created.

Thanks for the video! It definitely highlights a lot of UX pain points. Almost sorry about the overuse of spinners!

Ok, this was super cool. I love my little rat-mobile. I eventually died on both runs because I got cornered but it made me want to play more. It took me a bit to correlate the pips with the upgrade cost but it clicked after a bit. Everything you need to know is available in the vehicle which is a fun way to have the UI and keep it all in the world. 

The only thing that I really had a problem with was the very beginning and trying to figure out where the claw was because I pulled on the lever on the wall and I assumed it would activate the door behind me so I didn't notice the claw drop down to my left so I was stuck for a while there. I also didn't see a menu come up when I died. Anyway, it looked great, felt great to play and was fun!

Thanks! I decided to err on making the combat less punishing because it was a game jam and I had an earlier build where even I was getting frustrated at how many times I was dying. It definitely takes something away from the feeling of going from super weak to powerful later on though.

More stats definitely would have been nice. As it was, I think hps were the only thing really worth investing in which is kinda boring once you realize it.

I like the narration mocking me as I kept failing at doing stuff and I was punishing my mouse button trying to get more xp and then it went crazy town! I could only find four of the keys though and I'm still not sure where to use them. I'll keep working on it!

Was fun, I managed to collect all the soul pieces and had a bunch of upgrades to beat the AI. I did blow my ram limit at one point and watched my health bar just disappear as I panic clicked things to turn them off but it didn't end up being a game ender thankfully!

Honestly I had a lot of fun with this. I only had 5 rags which was enough to get the job done in one area and make sure that I had a compulsion to go back to the next that was a 75%. It took me a hot minute to figure out how to get past the starting screen until I tried the obvious keys (my spacebar was punished adequately during this game). Also love the game description.

Thanks for the feedback! I need to figure out a better way to do all the animation sequencing so that I can have an option to reduce turn time. There's a bit of spaghetti in the code around that at the moment.

That was fun. I managed to finish it on my 3rd run through. Love that you managed to get random level generation in. I did panic a bit when I ran into dragons!

It's cute and it plays really well. The movement felt great. I also am no good at spikes though, apparently. I did manage to get through them all at one point but I wasn't able to turn the water on. I think I was missing a pipe for the bottom section. It felt fun to clean things up though!

The game looks fantastic and the music has that sci-fi feel to it! My monitor resolution was either too low or too zoomed in to see the entire screen but I managed to work around that. Was fun to play!

I just checked and you can definitely spam attacks with double clicks. I'll fix that one for future builds, thanks!

Thanks for the heads up, I'll have to debug that and see what I did that's causing it to crash. I'm glad it happened at the start rather than then end I guess!

Love the tiles lighting up as you go (and getting a reward for doing it too!). I wish the camera was a little higher up though. All in all, the game looked fantastic and was fun to play. The combat and the music make me want to go back and watch Cowboy Bebop.

Thanks! The dizzy effect rotates you to the opposite direction from which you were facing. It's a janky mechanic though. I remember thinking it was fun in Eye of the Beholder back in the day but I think they used it more sparingly than I did! I can do alright drawing tiles but when it comes to enemies, it's still a struggle. One day I'll improve maybe!

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I made a rather... dashing... hero, if I do say so myself. Was fun. I tried the web client even though it said experimental and it has a constant flicker like it's redrawing the text every frame but it was still playable from start to finish.

That was epic. This just confirms that clippy is a jerk. I tried to just run through the fire a few times before I realized you could talk to the blue guys and click on the prompts to buy upgrades. I love all the different windows themed tiles.

Had a lot of fun with this one. I got wrecked by a dark knight. I drank all my potions and he had 3 hps and I had 4 and I was like, "It's either you or me!". It was me. I did get tripped up at first because I was in view mode for equipment rather than equip mode and I couldn't figure out how to change stuff around. That and opening the mini map with 0 but closing it with enter makes it hard to do a quick check of where you are. All in all though, it was a lot of fun and reminds me a lot of the games I used to play way back in the day.

Game looks great. I really like the resource system. I had the same problem as slipperhat and eventually I just kept upgrading immediately but probably should have waited until I needed a pause moment to get monsters to come to me. Love the title!

lol so say we all!

It does get a bit annoying when you just want to move to the next area. The encounters increase by 5% per step up to a 50% chance before level 3 and then reduce to a 2% increase per step up to a 15% maximum chance after that. The idea was to get a few levels in quickly so that if you do end up fighting a boss you'll hopefully have a few more hps.

Game was a lot of fun and looks great too. The cards had a good amount of variety as well. Only bit of feedback is that it would have been nice to earn some more credits and biomass from the missions as I found it hard to really buy anything when back on your own ship (not that it matters I guess because you get showered in cards after every fight anyway) and it's a bit disorienting when you set a course and are then placed back at the teleporter area. I had some space quest vibes looking out the window of the space ship!

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I managed to beat it but I think it bugged out because I lost the last fight and then when I started to go back I was on the win screen. I just mashed attack on the combat screen as that seemed to be the most effective. I did try the third option at one point and was glad it didn't work at that time lol. The game itself has a good lo-fi 3d aesthetic to it that sort of reminds me of older play station games but the game itself grossed me out! I guess I should have heeded the warning on the front page.

I love the play on Darkest Dungeon with the title! The game does a good job of telling you where the adventurers are when they show up and where the tea machine is so that you can find it again quickly. I had to play it a few times before I noticed the summon option to get monsters to go to a specific location. The game also really lives up to the advertised cuteness, everything is adorable.

The dragons are cute and the game does a good job telling you what an enemy's strengths and weaknesses are. I also noticed that the minimap floor changes colour based on the area's element. One issue I did face was that it was hard to find healing stations as they seem fairly sparse. I also really liked the pixel art aesthetic for the tiles.

I tried the web build initially and it had some lighting and performance issues as you mentioned. The desktop build worked well though!

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I love Delicious in Dungeon too, so I was excited to play this once I saw it!  I had some issues with the number of enemies you'd have to fight during combat and sometimes combat would just end mid fight also. The dungeon wall tiles, arches and doors looked nice.

Just a heads up for anyone else trying the web version:
It takes about 2 mins for it to download before it starts. Looks like itch rate limits download speeds which makes sense.

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I like card battlers and it was a cool concept. Being able to assign the numbers to the cards was a great way to add some randomness to them. I also really enjoyed the music, it fit the casino vibe. Opening doors or running into walls really hurt my eyes though so I'd just close my eyes before moving into doors. There'd be a bright flash when you walk into something. I should also comment that it didn't work in Firefox for me but it did in Edge.

Combat system was really unique. I started queuing up most of a spell before an enemy stepped into the grid space in front of me so that I could quickly cast it and move away again. I did have to read the page description to figure out what I was doing wrong at first and I had to hold shift for the arrow keys as well. Web build worked without any issues!

Was fun, I figured out a pattern and that definitely helped. It took me a bit to realize what I had to do the first time through and kept losing rounds because I wasn't selecting anything but I got that sorted quickly. I did have one weird issue where the minimap was in the middle of my screen and was blocking the level up window though. Love the look of the enemies!

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Yeah, I should have made the options look more like options and less like the text block above them (and also added in keyboard support for said options). Thanks for the feedback!

That baby was motoring at the start but I did eventually catch up. Cleaning up the poop made me laugh. I also hit the blank screen at the end but I see from below that it was a jam time constraint issue. It was fun, thanks!