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Moocowsgomoo

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A member registered Dec 18, 2016 · View creator page →

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I wasn't expecting the card upgrades, and they added a lot to it on top of the already diverse weapons. All of the enemies were great and their attacks felt varied and fun to interact with as well. Really impressive work!

The class special abilities were the highlight for sure, all were very creative and they each require a different thought process to set up. It's definitely super fast-paced - I'd almost want a 0.5x speed "practice" mode or something to get the hang of using abilities/portals efficiently.

This was a really fun entry! Definitely gets chaotic super quickly lol. It's a rare top-down shooter where tapping the move keys to make small micro-adjustments doesn't work out; if moving is going to roll the dice anyway, you're better off sprinting to somewhere else entirely, which works really well here and adds to the frantic nature of it all.

The visual effects look great and music is awesome. The core gameplay loop is really solid, even if the effects feel a bit too up to chance at the moment (bullet speed + enemy speed whyyy). Agreed with the commenter below that letting the player choose between 2 or 3 buff/debuff pairs each upgrade would make things a lot more interesting. Either way, it was really fun!

The visual effects are amazing and the gameplay is really fun! It might benefit from making the bullets and enemies a bit more distinct from each other - it was difficult to see what I should actually be shooting at on the later waves.

Man this is a lot trickier than expected lol. Really nice jam project.

Really nice art - I was surprised at how many different characters there were! It was fun to stack up ridiculous movement values and be able to explore most of the map in 1 turn by the end, and finding the lore made it a lot more interesting as well.

Made it to level 14, going with as much offense as possible lol. It took a bit to figure out, but once I did everything worked really well. You did a good job of making most of the decisions not just "choose the higher number"; like exploring is a trade-off between moving far and landing on a beneficial space, and combat is a balance of using naturally high rolls vs. activating skills.

Cool idea and excellent art! The slot machine animation is very satisfying. It seems like a solid base to build on if you keep adding more mechanics & strategy.

The browser version should be working now!