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noskro

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A member registered Feb 01, 2019 · View creator page →

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Balancing might be a point still on the to do list. I agree. 

About your idea to unlock in between the waves, I just realized that this already works. It wasn't intended. But the unlock buttons are not disabled between the waves. So totally a feature and not a bug :)

Was that there from the start? Then I completely missed it. Thanks for the hint ;

Yes. I love this. And I don't agree that it is too slow. Yes it starts slow. But after a bit it gets really busy. took me a couple of tries on the 2nd level and one stupid mistake on the 4th where I though I would get the slime in time. I love the idea that you have to gather the materials and the farm/mine. So far that I always build a farm before a tent and a mine before any second weapon. That turned out to be a good tactic in the long run.

Also the chill sound and simple graphics work perfect with this game.

The hand drawn art is exactly my thing. Loved it right away. The puzzles could use more variety, but the overall game is good and fun. 

I agree that the hotboxes are too large  and that this makes escaping somethings too frustrating. It took me a while to remember the sprint and dash. After that it got a little bit easier. But having to pass the monsters everytime to get the arrow back is a really hard challenge. But that's what it is all about and the implementation was nicely done.

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Reading the other comments I now feel bad that I didn't make it past level 6. Maybe I'll have to give it another try later. I really enjoyed it, but the getting the pixel perfect aim proofed more than difficult at times. But now I want to see the other obstacles that people are talking about :)

Fun game. The enemies are maybe 2% too fast so it is really unforgiving if you move one step in the wrong direction. And it took me 2 runs to figure out how to pick up new guns/ammo. But once I got that part it was fun to push me as far as I can.

So far my favorite game. My first thought was that one shot would be boring and way to simple. But most of the levels were really interesting and you had to make to right choice at the right time. I love how complex the levels became with just a few basic parts. (And I don't want to admit how long it took me to figure out you could also shoot the jumping pads ;) )

Wow. I have so much to say. 

I love the art and sound design. It fits perfect and is exactly what I like. I would love to see the variable text field also in a similar style. Creating a custom font for a game jam might have been a bit too much, but that's the only thing that always takes me out of the immersion.

The game play seems fun and rewarding. But only having 3 items each day from the same category makes the decisions a bit arbitrary since there isn't much of a choice. Maybe there is a way to improve that. Maybe not. But with the items, the heros and the monsters you have it is still a lot of fun 

The control took some time to get used to. Always walking forward resulted in the need to charge while not facing the enemies and then turn just before charging. I died 3 times with the bomb because without charging it is really hard to get away from the enemies and to the boss. In the end I tried to collect the last piece near the entrance to the boss. Now I keep on falling ;)

So is the HTML version not working at all? Or what am I supposed to do? :D

I hate those lasers! I bet they are timed the way they are to anger me :) Well done. To be honest I haven't made it to all 3 containers yet, but I had a lot of fun an play to come back to this game later to finish it. Trying to speed run is was not the way to go for me. But with the small puzzle elements the game has a lot to offer.

Great game design. I really love how the different towers have different abilities and that it totally makes sense where they have to be placed. My original idea was very similar to that before it went in a slightly different direction. And now I am happy I did change my idea because I wouldn't have been able to do it as streamlined and simple (in a good way) as you did.

Great game. Once you get used to the bounciness of the balls and you know how to throw them, it turns into a cool puzzle game. The difficulty increases nicely (when you excuse the random lucky shots that will just win you the level). 

I did encounter a bug where my ball got destroyed and stayed in the form of a big black pile of death :D Too bad it was after a perfect first throw, since I had to restart the level

I totally agree. Play this!

I hates everything about this game. The dark (yet not so dark) atmosphere, the constant feeling of being lost, the horror whenever a red dot appeared, the dread to use another sonar because you never knew how far you still have to go, ... terrible. Worst half hour of my life. Or was it an hour? 10 minutes? I don't know. I was so captured and couldn't stop. Why would you create such a game, knowing that people  won't be able to stop playing. Now I need to go outside for a bit just to get rid of that feeling of being stuck under the sea... Outside! Where the sun lives! And trees! Why do you think I play video games? To go outside? 

:D

The game look really good. Even the menu transition felt great.

But I definitely am not one for rhythm games. It even took me a while to figure out it was a rhythm game. At first I just wanted to blame bad controls :D. So I didn't made it past the first enemy before rage quitting.

(Also I think the trigger point was offset to the beat, which didn't help my progress)

Once you look past the slowish controls, this is a fun game. Especially the voice narration is a cool addon which I don't understand why now more game jam games do that. And yes, we also didn't have the time for it - So great work fitting it in ;)

Great dungeon crawler. Looks and sounds pretty good.

Sometimes I thought the levels are a bit too big/empty/boring. But I understand that during the limited time it is sometimes not possible to fill the level with stuff. And more enemies would make it way harder. So I get why it is how it is. Just saying that sometimes walking for what feels like 20 seconds to get to the next enemy feels a bit unsatisfying. 

But saying that I don't want it to sound like I disliked the game. The level up mechanic for the spells felt great. And even though I didn't exactly know what the level up on the stats will actually do for me, I just like levelling up :)

Oh yeah. And character customization is such a "useless" feature, that adds so much to the user experience that I always think afterwards "why haven't we implemented that" :D

Cool new puzzle concept. There is surely a lot of potential for future upgrades. I am thinking changing connections based on player actions, or special items to form new connections. 

But this idea itself is great.

Ok, I couldn't figure out what to do... I can hit the ball and sometimes the number in the middle changes when I hit a number on the wall. But sometimes it doesn't seem to change... Sorry, but I can't figure it out

Cool game. I just want to point one mildly annoying thing out: why can you skip the text and not forward it to show completely? I don't have the patience to wait for the text to show word by word. But the only solution was to skip it completely. I would love to just skip to the end of the text on mouse press and then continue ;)

After it took me some time to figure out what I was doing, I have to say this is a great concept. Truly original idea I would say. The puzzles were good, but the difficulty increase could maybe balanced a little bit better. The 2nd level for example was one of the harder ones, as I had still no idea what to do and suddenly those blobs can kill you. 

For graphics I would say that sometimes it is tough to get a good overview. Especially in the buildings, the different floors and rooms visually just block the easy recognition of the wires. I don't know how, but it would have been easier to get a better overview of the wires.

But those are just details and the main part is, that the game play just feels good

The game feels great to play. The graphics and audio are just perfect. Also the different enemies paired with the simple control to jump and shoot are the right amount of complexity for this game. It all feels right... But: I find the game very hard. That can be a planned decision, which would be totally fine. But me personally I never survived longer than maybe 30 seconds (Not that I am normally any good in those kind of games). Jumping down without knowing what you will land on is a gamble which you always lose when you do it long enough. And if I tried to play it safe the enemies got me for not paying attention to them.

But I still had a great time and think for other players this can be a perfect game.

For a first game this is amazing. Even when the assets are not made by you. There are so much features and so much done right, that it really feels like a complete game. Sure, the balancing is a bit slow and at times I was just sitting around waiting for more enemies. And the standard attack is a pain to target anything with. But besides that the upgrades were cool  and it felt satisfying to kill of those mobs

The combat is pretty basic, but with the variety of enemies and the possibility to analyse the enemies for all future tries this one offers some cool tactics.

That's what I wanted to write when I was about the kill the cyclops. Then I learned, that this wasn't the end but kind of just the start of the game. It is just addictive to keep going

Sorry for not writing my own comment, but Program Sams comment just says exactly what I feel about the game:

"I reaaaaly wanted this to work well because it is a fun concept! But It was really hard to control, sometimes I had to restart entirely because I couldn't go back to the building menu, there is little control over the vessel or explenation or what each component does. But I love this genre."

Thank you! We are so glad that our core concept gets such positive feedback from everyone. we are already working on the clarity of the actions and what to do in a post jam update. As for the progression, it may be too slow for a game jam, but balancing all stats in the short amount of time we had was though. So I am still happy with what we got. 

As for the moving multiple hexes, don't even get me started. I spend almost a day trying to implement an A* pathfinding algorithm. You see the result: I couldn't make it work in the limited time :) But we all agree that it would have been a good thing to have.

Thank you. That was exactly what we were going for. And asf ro the untapped potential: We still had a lot of idesa we couldn't implement for the jam. And we are currently planning if and what and when we should do an updated extended version of the game.

Yes, the balancing can always use work. I think I'm quite happy with the balancing we got in that short amount of time with limited playtesting, but I agree that it has some shortcomings.

Thank for the comment. I totally agree, that some things need to be communicated better to the player. With more time we probably would have. But we wrote your comments into our todo list for the post jam update, we are already working on.  

I think I don't need to say how great this game is. Sometimes it is just worth it, playing the most rated games.

But I have to say that I am still missing the roguelike features (ok, I didn't manage to die even if I tried to in the end), and the difficult decisions might be a bit oversold, als I just clicked on everything every room I entered :D

The game looks and sounds amazing. The level of polish is great. Also I think the game concept with the 2 different colors and attack or defend is a cool idea. 

But sadly it is nothing for me. I tried multiple times, but the movement, following the mouse, to attack is just nothing I can seem to handle. Maybe if the movement and attack were decoupled I would be able to progress. But also not sure how much that would take from your original game design

Great game. I love this kind of games. Just keep digging for treasure! For a longer motivation there could have been maybe more different things to collect or different abilities. But thinking about it now you do have a lot of stuff for a 1 week development. Compared to yours, our game only has the same game loop 

I love grindy games. this one felt really satisfying. Sometimes I had a bit of a problem selecting the correct block with the cursor, but that was just me trying to go as fast as possible and not being accurate enough.

The audio is on point. The game play is fun and with the variety of targets it doesn't get stale too fats. But at some point it just keeps on repeating. But still I had a great time playing it

Wow. greta game. there is so much to explore. The first time I just upgraded my speed and research... but then it got really hard to get further upgrades and therefore I couldn't get too deep. Second time around I concentrated on depth and it was a completely different experience. 

Maybe I missed some of the things to do... but somehow I just dove down, found the chest. went up a bit, found the key and won... felt a bit too simple and fast. 

But saying that the art looks great (in that I would love to turn in my price, but since I wouldn't know what to do with it, I just applaud you).

The core game works. but except eating the green dots I wasn't sure what to do. I just now read in the comments that I could have interacted with the ants? That for sure wasn't clear while playing. I never saw anything happen

reminds me a lot of one of my favorite games on one of the last lds. But this is a great adaptation and I enjoyed it as much as I did back then. Felt a bit harder, but then I also didn't relised that I can remember the dark spots like HansLiu said ;)