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NoneForSome

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A member registered Jul 05, 2025 · View creator page →

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Thank you so much for this detailed feedback! 
We're actually reworking the mage entirely, partially for systems reasons and partially because yes, she's an AoE powerhouse right now that trivializes every encounter. The new systems will be in the October demo, we hope you want to check it out! 

Agreed on enemy variety - We likely wont have many new enemies for the next demo, but we've been plugging away on systems to make making enemies easier, so after that we'll start bringing some meaningful new challenges :D 

Thank you so much for playing! Will definitely look at better controls for changing characters, you're not the only one to have this problem and I've made it a priority to fix for the next update!

I thought this was a very cute presentation for a very interesting deckbuilder-type! Some notes: 

  • Breeding the sheep is the most interesting thing about the game, your unique mechanic, so I want to do more of it each breeding phase and spend less time on the stage phase. 
  • I'd like to right click to place a sheep in the next available slot rather than dragging. 
  • The limited sound you already have in was pretty gratifying for making combos. 
  • Some other comments liken this to Balatro, and I see it; but your mechanical narrative doesn't like up cleanly like Balatro's does (Make better hand = make better results). A "rarer" sheep type isn't necessarily a "better" sheep type, and I don't have a mental model of the Hierarchy of Sheep Rarities for you to lean on anyway. Consequently I think the stage show should be about what the sheep do at the show for point results, starting from the basic (Has the Really Fluffy Wool genetic trait) to the silly (Does a Backflip genetic trait), of which your sheep color would be only one kind of trait. Yes this is a suggestion for massively expanding your scope for your little jam game, sorry, but it's also about what kind of story your mechanics are telling. 
  • The game name is funny, well done  

Thank you for this lovely feedback! 

We're intending the breaking blow system to be a core of the game and are trying to tune it so it is interesting but not frustrating, exactly because we had that experience with Breath of the Wild ourselves! In our next demo we'll have some attempts at designs to make the dropped weapons more usable and chew through them faster.

Thank you so much, and thanking you for calling out that path name issue - We weren't getting it on our end, so we never would've known!  

Thank you for playing and for your feedback! I definitely would love to watch the VOD.

I will admit we've been trying to change the name for quite a while and cannot find something we like so it has kept its generic project name for ages now. If you (or anyone else) have suggestions, we're very open; we want to keep "Breakers" in the title as the game is about breaking stuff in a broken world, but are trying to find the perfect word to go in front of it. 

Chaotic and very fun little game! Reminds me of classic flash games like N++. Had a call with the creator and gave feedback there, but the #1 thing I would like to see is the dash controls reworked - It feels a little unresponsive to dash on button release rather than button down.