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nitroclay

17
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A member registered Jun 18, 2019 · View creator page →

Creator of

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I think I have you to thank for the 7,500,000 escaped apes and counting

thanks for playing and the honest impression! I'll work on the readability of the graphics and giving sufficient direction to the player if they're confused as well as the control responsiveness which might just be a performance optimization thing.

sweet! thanks for playing, especially in this rough state, but it's nice to hear there's something worth polishing in there. 

Incredible Art, it moves like a retail steam game. I would prefer an instantaneous text display speed option. The dice game seems simplistic, there's just very few gameplay decisions to make. there isn't much of a consequence to failure and repeating those decisions just to get the right numbers feels completely random. The game doesn't narratively connect how a dice buddy bypasses an obstacle But everything else from the setting to characters to UI is so engrossing it almost doesn't matter. If this game was a painting, then the frame is the main attraction, but the painting could use some detailing

I like the dice juggling and appreciate the limited scope as this game seems to have fully explored the mechanics of that. also as a vertical monitor haver I do like the vertical layout, though definitely consider this a mobile game ala fruit ninja. The tutorial levels and animation flourishes were also very well done and the menu UI and sound design are on point. Overall a delicious well done small but savory bite of a game

great intro sequence, the dice side transitions are amazing as well. I did find a pretty successful strategy of just hugging the walls. the sparseness of the environment made the game kind of abstract in a good way, there was nothing to do but shoot at the swarm and collect powerups. overall seems like a completed game

looks amazing, the spinny glowy bouncy shapes are super eye catching
could use an autofire when mouse1 is held down

could constrain cursor to the window otherwise the aim can get a bit screwy

could definitely use some sound effects when stuff is shot / smacked

I didn't really notice anything happening when the powerup text appears in the upper left

I think I got into a stuck state where there are no more spawns and the only things are a bunch of those unkillable stationary pinwheel emitters

overall a very clean and fluid game to play 

the ui is immaculate, I like the console commands input method. I wasn't able to note down a planet with a space in the name, also each failed attempt to do so advanced the clock/dice rolls. The goal of the game wasn't clearly stated, and the scoring method could be clearer. I don't understand why there are dice rolls? I wasn't able to figure out the ping command. When I ran out of time I wasn't able to travel. I'm not sure why there's a clock ticking sound when there's no real-time gameplay.  The limited notes slots is easily bypassed with a textpad. the game feels like a puzzle lockbox which is pretty cool.

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wow! thanks for the very detailed feedback! I'll definitely fix the issues you've encountered as well as implement the multiplayer eventually.  coconuts / everything with the world building is coming so I would love to hit you up with an updated version later!

sure?

now thats a box quote

I reused a lot of old assets, such as the terrain, a few low-poly asset packs, and some AI functions from a  different project. I wanted to complete a short scoped mini project within the 2 weeks of the jam.

we loved the game, a true tribute to rick #havemybabies

fantastic

free acid 4 all