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MrRan

94
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6
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2
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A member registered Dec 31, 2019 · View creator page →

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Awesome! Excited to see where this project goes!

Thank you! :) Follow us if you want to! We are working on an updated version with tons more content and a more rogue-like upgrade system :)

Thank you so much! That means a lot to me :) And yes! The hexagonal tileset is the best!

Thank you! And the apple was my favorite weapon when testing because it originally had no cooldown and would shoot out in a solid stream of apples lolol so I had to make it over powered ;) and yea, sometimes the enemies or spawners spawn underneath the UI and it gets tough to target them, we will fix that in the next update once the jam is over! So if you are interested in playing a more fleshed out version, feel free to follow us!

Thank you! Glad you enjoyed it. The small rockets got over balanced to the point where they basically did no damage, I forgot to tweak it before posting the game. And we tried adding in the ability to switch between you items in the hotbar with the number keys, but it was finicky after building for some reason. Thanks for the feedback!

nice project

Thank you so much! It means a lot to me that you enjoyed it so much :) 

If you're interested in keeping up with the post game jam progress on this project, feel free to follow us for updates :)

Very cute! The graphic and sounds were super pleasing and very satisfying. I really like the card packs, looks good and gives a nice tactile element to the game. 

The only feedback I have is not being able to remove tiles made it feel like I kept building myself into a corner. Also the camera not being pan-able made me feel a little claustrophobic once the screen filled up and I had to scroll out, but then it was hard to place accurately. 

Other than that, amazing game! Very fun and chill! If you revisit this in the future, I would really enjoy playing it in a more finished state :)

Thank you!

Thank you for playing and your kind words! :) And yes, the end of the game needs to look for the wave beaten and not the wave on, that's why it seemed like there would be another wave after the last. We are working on fixing all those small (and big) bugs in a future update! We are currently revamping the game and will be posting updates on here. So if you're interested in more, give us a follow! :) 

Thanks for playing and the feedback!

 I hear the targeting issue, it's something that annoyed me as well. In the version we are working on, we fixed the targeting go to the mouse instead of to the center of the tile your mouse is over, that way it feels more responsive to your inputs. 

And yes! I feel the recharge for sure needs something extra to spice it up! I think we could add a little charge animation around the cursor to indicate the cooldown between shots? Maybe that way the player can know when they can shoot and when they can't... What do you think? 

If you're interested in the game at all, pop us a follow and we can post updates on the progress to a more polished game! 

Thank you! very happy that you liked it :)

Very cool post processing effect. I don't think I saw the ghost but I did die by him. lol

(1 edit)

Thank you for the kind words :) and yes! That puts into words perfectly the problem I noticed with our current take on the shop. We originally had the stone as the only unlimited ammo with everything else needing to be restocked, but we thought that it felt bad to run out of ammo in the middle of the round, especially since it’s so easy to accidentally shoot and the fun is in blasting away at things. So to fix this in the future, Im thinking about making it into a more roguelike system, where you start with a base projectile (Stone, rocket, lightning, etc.) and as you complete waves you add modifiers to that base (deadly seeds that’s spawn sharp trees, debris that damages over time, a burn effect, etc.). That way people can play with everything but still have that since of progression and self expression in the playstyle 


edit: feel free to follow us if you’re interested in the game and want to see what we do with it in the future!

Nice payoff at the end with the mini game. The platformer was fun too. I didn't really need to grow or shrink to proceed but still fun!

Cool concept! I'm not sure if a few of the gaps are crossable. But I might have just been bad. lol. Good job!

Very cool! The controls were intuitive and I didn't find any bugs. The colliders for some of the objects seamed a little large. The spikes in particular. Good job!

Very cool! I think the mass of the objects are a bit light. They react very easily to movement, if they moved more slowly I think it would be easier. Good job!

The key layout was an interesting challenge. But I would either double down on it and have the keys change after every press to make the movement a core part of the gameplay or use a traditional layout. Nice Job!

Couldn't load it either. Maybe upload it on a different page a link to it? it looks so cool!

Amazing job for 3 hours. I'm impressed. 

Nice job! Maybe have some on screen buttons for turning the buildings as you decide where to place them? Very responsive, good use of sounds as well. 

Great concept. I only got to 12 but I had no bugs and the gameplay felt smooth and responsive. Nice sounds too!

Awesome! No bugs for me, got to 12500. I think in the future, adding upgrades to make your defenses better would be  a nice progression. But great job!

Nice job, I like the concept of having lots of mini games in the context of a larger game. It felt so real getting old while paying bills. : ) 

The UI and viewport looked really nice but I was having a hard time figuring out haw to cross the first gap.

The controls are fun even as one person.  The fish kept getting through my net but still it ran pretty smoothly!

That was really fun. It did  get a little tedious after a while since it got a little random but still pretty fun. Couldn't figure out the last piece but I tried my best : )

I'm glad you participated in the game jam. It takes a lot of effort to event get something to the finish line. Game jams are a great way to learn quickly. Keep up the good work.

I'm sorry your paged got messed up. That really sucks.  Maybe upload on a different page for now and and link to it here?

I'm sure I'm missing something but I couldn't figure out the controls.  Maybe list them in the game page description for now so that people can see them there when trying to play? The animations looked good, sorry I don't have more feedback.

It took me a bit to figure out how to play but once I got the hang of it it was pretty fun. Its amazing how having a simple progression system can make a game engaging. Nice job! 

Wow, written in HTML/CSS/JS, that's impressive!  I would probably accelerate the timescale to make the gameplay more engaging. In fact you might use the actually time it takes to grow the plants and then have a "real time" and "grow time" option where you can manage your crop in real time and then switch to grow time to see the skybox change to day and night cycles as your plants grow quickly. Could be a fun twist!

I hope you feel better soon. 48 hours is a really tight turn around time anyway. 

Best of luck with the Android launch.

The movement feels really good! So sorry about running out of time. We had to abandon a lot of features due to time as well. 

48 hours is a tough time frame. Don't sweat it.  You should keep doing game jams though, its great for learning quickly.

I think there were a build setting problem. I think we encountered this to with our submission before changing it.  Still, you got your game done, that's still impressive in 48 hours. 

I got this error:

Unable to parse Build/Build.framework.js.br! This can happen if build compression was enabled but web server hosting the content was misconfigured to not serve the file with HTTP Response Header "Content-Encoding: br" present. Check browser Console and Devtools Network tab to debug.

Oh nice! I like the gems and coins! adds a fun objective to grow towards :)

Thanks Martin! <3