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onedevpattern

238
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A member registered Jul 27, 2021 · View creator page →

Creator of

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Thank you and thanks for playing :)

home run

fun, wish I could play longer just to feel invincible

Thanks, I'm glad you like the music. It took many attempts to make something that sounded nice but also appropriate.

Thanks for playing :)

Did you change anything? It was hard to tell. I don't seem to remember you being able to hit 0 just to gain levels or I missed it the first time. Can't wait to be able to actually use spells on enemies and stuff.

The game is very difficult but I like the mechanic of each orb having a different effect and collecting new orbs that have their own effect. I didn't get it at first and had to look through here to see if I was playing wrong and I was. Perhaps find a way to convey to the player that you can move more than one orb at a time to set up combos. I liked the overall aesthetic and atmosphere of the game and the orb icons were very cool looking, to the point where sometimes I would pick the best looking one despite it not being the most optimal pick.

I defeated the Nogre! I think this game would really benefit from a soft tutorial. It is a little too abstract and cryptic at first and I really didn't understand the upgrades other than increasing my health. I did like the mechanic of collecting the runewords. I felt powerful after getting 1 runeword even though I didn't fully understand how the upgrades worked but I could tell they increased my chances of getting hits on the slots. It took me a couple of tries to win. I went into an area that didn't have a mine so I was stuck and chose to die. The next time it happened I discovered I could summon the boss through the alter and that is how I was able to win. A very simple and mysterious game but also fun to play.

Thanks for playing again! I'm glad you appreciate the changes. I made some more minor updates, not sure what's next. I will say that I'd like to polish this up as much as I can but no more major changes or systems. I'd like to move on soon maybe clone something else.

Thanks for playing and the feedback, several others have shared your thoughts and I am working towards fixing these issues.

A very impressive amount of levels for a jam. For most of the first half of the game, it felt like it was just trial and error until I got lucky, but there is some good brain puzzly stuff in there. Watching the ball bounce around and make it is very satisfying though. Even more so when some of your successful shots were because you hit your own ball and one of them makes it.

I'm glad you liked the music.

Thanks for the feedback, I will consider something like this in the future.

It was a difficult thing to balance, thanks for playing.

Thanks for playing, I'm glad you had fun exploring.

Oh, that's right I completely forgot about that. Then perhaps there should be a slight delay when rubberbanding after just moving the camera. It's really only in that half-second where I move the camera and attempt to select a target that the instant rubberband moves the camera and I end up picking the wrong target.

That was fun. I was able to train 10 archers and kill the big king demon in 3 rotations. One thing that was a little annoying was how the camera rubberbands back to your selected units. It made it difficult to select targets for my archers that were out of range.  I also kept left-clicking to place buildings. I also never built any walls as my archer towers had no problem killing the orcs. I also didn't know what gold was for so I didn't build the gambling thing. Overall fun game and a nice game loop.

I'm not sure I follow you. Clone VS Clones is the most original and best clone game in New York.

Combat is easy to learn but it takes a little getting used to the button placement. Navigating the equip menu is a little unintuitive. When I find a chest after the first one and press E it just opens up the inventory/equip menu but I don't see any new items or if there are any in the chest. I like the look and direction of the game, especially the moving tree effect. There is an interesting variety of enemies, especially for a jam.

Thanks for playing. I am happy that you appreciated some of the mechanics I experimented with. I will add the escape button for pause as well.

I had trouble finding a way to convey that to the player but I have some ideas now.

I made it to level 16. It was pretty fun. I am not a fan of the movement system but I know that is how asteroids ship works. I loved the addition of the upgrades, makes it 1000 times better than asteroids in my opinion.



I thought about doing that but I didn't have time to implement anything, I will make an effort to have the land affect enemies in the future. I will also make an effort to fine-tune the threat level for destroying the land as well. Thanks for playing.

>I will fix the music.

>I'm hesitant to make such a large fundamental change just for one weapon, but I will consider it.

>Yes not all weapons activate unless there is a certain threshold of enemies.

Thanks for playing and I appreciate the feedback.

I died a lot. I thought the game was a joke game at first because it seemed like every enemy kills you quickly. It wasn't until I figured out how to use the defense spells that I could kill some enemies. Perhaps in the starting area, you can have a demo battle so you can get the feel of how to win before you enter the demon world. I also got lost in the maze early on, I think more texture variation would help that.

Overall I liked the atmosphere and humor in the game.


Very cool demo. I like the atmosphere so far.  I wish didn't have to press a mouse button in order to move the camera. I would prefer if it was locked and the mouse button can use your slot 1 ability or something. I was a little disappointed that the spells didn't do anything yet, but I understand that the game is still in its early stages. It seems as though adding classes allows for learning spells that are a combination of adjacent classes? If so, that will be a fun mechanic to play around with. 

When you level up, sometimes you are given the option to unlock one of three classes. But it seems you can only have 3 classes max at a time, so I am curious to know what else you get to pick from when leveling up once you set your 3 classes.

I look forward to playing once these mechanics are fleshed out.

Thanks for playing! Yes, 10 is the max. I will make note of the cancel button on the chests. My current plan is to polish the game with sound and music, hopefully in time for the next demo day.

Unfortunately no, the game is poorly balanced. I am working on that. Thanks for playing!

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Movement feels a little wonky. The jump trajectory doesn't feel good and the character moves too slow. You shouldn't have to press the spacebar to shoot the tongue, it should just be the directional buttons that activate the tongue. I think if you included control customization it would feel nicer to play with my switch controller. I liked the look of the game and the general atmosphere and Pomao is a very cute character.

Fun and simple. I like the music. Needs an undo button for single step.

Took a couple of tries to figure out the economy of getting a guy to defend the lanes but once I understood it the game became easier to manage the enemies. Interested to see where you take this.

haha thanks, I'll add sound

Thanks for playing. Yes, I will add sounds in the near future.

It's a work in progress.

Very difficult but fun. Watching your bullets grow is simple but scratches a primal itch.

It's fun but difficult to get to a point where your upgrades are working for you. Making it a train and the upgrades a part of the train is very clever.

Interesting concept. If you had more varied mini-games for the written papers I could see this being a bigger title.

Fun game, I liked the art style and animations. The presentation was nice and I liked the detail of the coworkers in the background.

Fun game. I liked the quirky fire/hire conditions and the physics were great.