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Pahnid

28
Posts
6
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A member registered Jul 20, 2024

Recent community posts

Despite the horror mood, I really wouldn’t call this anything extreme.

This seems well made, and I am really interested in how you used a previous project as a base for this.

I suggest adding new rules, like having an opponent be a cheater that once you learn them they can be beaten.

Please change this so the game opens on a screen that does not have audio - I know it seems polished and professional however I disagree and should be easy to design that way.

This seems like a path to expanding tic tac toe into the tactical genre, and I guess it fit in the time considering 2 authors maybe depending on your situation :)

This experience felt similar to the first time I played Conway’s Game of Life, in that I was not confident about the moves or what would happen, even though I intuited the basics.

Besides resolving the bugs, you might want to add some extra win conditions which tic tac toe needs anyways.

I would suggest adding tactics.

Great casual variant. Very intuitive!

Going to another window for a minigame kind of breaks the immersion though.

I would suggest playing asteroids on the board itself and you can only play in the cells where no one has moved yet or something similar and fair.

What I would add is being able to watch the opponent win or lose at asteroids.

This seems kind of mysterious since powerups pop up, so I’m confused how this works - I was expecting something like minesweeper.

I suggest having only powerups which are placed, and no one moves; the powerups create situations that fill in the board.

This needs a bit more documentation, which luckily could be added after the time. In a way that is a good use of time to not document anything in the 3 hours?

What I really like about this concept is there are small blind spots, similar to tic tac toe sprints used by coaches (which has a few variants).

I suggest next time focus on basic functionality rather than adding features.

What I would like is a mode where I place my move plus being able to challenge the opponent to ro sham bo, rather than automatically winning.

Runs smoothly.

The mechanic made it too easy, so maybe have them push the frog away.

Had a crazy thought for a suggestion; maybe have other frogs around the map, not so much as enemies rather doing various things more as obstacles.

Interesting playing this game while having an upset stomach.

Runs really well.

I like how part of the puzzle is learning the rules. Eventually I stop seeing stickers so complacency is also getting in my way.

This kind of needs an overworld view of all the maps.

I would want a better coordination for understanding the bar for moves remaining, which is far too unintuitive for far too long. And maybe upgrades to diagonal and all angle scrapers.

This game would have some really deep immersion scraping stickers off various surfaces, too. Like a Rubik’s cube, various containers (laptop storage thing), computer tower, various oddly shaped accessories, and statues.

Thanks for rolling up my brain!

A completely working 3D stick to the wall obstacle course level. I was worried briefly at the beginning that it was going to crash, however it resolved.

The open space is fine, however the layout should have been a bit more of a perilous tutorial than a normal level.

It could use a dedicated reset button.

A feature I would like is slopes.

Thanks for the speed running! Got 22 seconds.

So much good potential with this! I would suggest adding a text box about what to hit. Really good use of pacing, too.

Really good backstory for a minimum viable product. I liked the map layout, too; wish you had more time to get this roguelike to be like coding whether through even more layout stuff or even just glitches. I also liked how your layout led to me coming up with techniques to progress better next time.

I really didn’t have problems with my controls (Brave) like others did.

One thing I would suggest is adding a coin, a white bug, and a blue bug in the starting room each behind a wall yet visible.

I didn’t really look at the heroes or the super villains; I just sent the heroes as fast as I could.

My suggestion for using your time would be instead of doing sound, focus on making the battles themselves better. Like show me why I should use one hero instead of another - maybe elemental interactions or some stats do not work together at all.

Since 2 heroes are sent, were you going to do some type of combo system?

That’s great there, Toby. Ggrreeaatt.

I want to set up something so I can assemble from bits like that. Any tips?

The best thing I can say is you have a really addicting loop here, and everything from this game is basically stuck in my head!

The best part is how you set it up so their story progresses. For a sequel, not for this, Bella should do more tavern things. One thing that could be done for each hero along those lines, is “what’s it to ya?” especially for the heroes that level up quickly and start to get ahead of themselves.

If I were to suggest something to trade your time, I would show up to 4 heroes at the tavern at the same time which you have to select instead of the queueing system. That would have another potential peril opportunity of heroes feeling Bella’s tavern is too crowded.

If I could have 1 new feature, it would be a “hold slot” like Tetris now uses where Bella would send only 1 hero on a “Personal Quest” which that would be a side quest with another ending, however obviously only on the easier difficulties. For the hardest difficulty the other barkeep (or a spy) should visit for a really hard side quest instead.

Wow you got it to this point being under the time limit! If you could have I would suggest to have used those 15 minutes to write a sentence for Order and a sentence for Chaos that only appear for whichever has a higher score. I also kind of wish each hero had their own special items to give to the guild.



Fits everything well. If anyone is reading the reviews before playing I suggest going in blind.

I suggest being able to see long descriptions for each stat, maybe with a hover or something. As far as tradeoffs though that wouldn’t be a good use of your time - watching you make this would probably have been amazing.

Loved the MIB theme; wish there was a MIDI of the theme song playing in the background. The targets occasionally stalled and the sneaking was low FPS. Still so much work in so little time amazing!

I really do like the take on the roguelike cards, the projectile fireworks, and the poker style deal.

I’m not really worried about the sound so much since it’s not directly part of the game so I think you should be credited for not turning this into a 24 hour project for that.

I didn’t see any bugs either.

Easy suggestion: being able to pick 1 of the heroes to take to the next wave.

Less easy suggestion: Total damage minus taken damage high scores.

Harder suggestion: Deck editor!

I do have more bugs like the one that you can’t see the whole first screen unless you fullscreen it in landscape mode haha. I wonder if Unity could tap into the user’s default font size and just go with that, or that weird unit for perceived size I dunno.

I really did not expect a puzzle from this and I’m glad that the genre was hidden so that made it better.

If I were to suggest a low hanging fruit I would go with also showing the numbers X/X for which CV we’re on / how many CVs there are. Just a “CV: 1/4” or similar.

If I were to ask for something more, I would go with releasing some type of editor so we can make our own missions and submit them here or something.

This reminds me of an Android series, however this seems like it actually has room to be way better. You need to set up lots of different team mates, so maybe the first one you could try to add could be the driver. *Bugs:* the best time is showing an incorrect value, the car recovery AI needs work (event though you're leaving it for now), and the graphics could use some optimizing. *Wishes:* Campaigns.

No. I suggest building an in game (like level) editor instead.

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Enjoyed the playthrough through the 10k's; was quite immersed.

Bug: Upper left unit is half off the screen.

Suggestion: Compendiums.

Want: Incremental ascensions.

Very focused gameplay that at first tricked me! I thought that button mashing caused it to fall, where really all I needed was to button mash!
I would like to see how it would change with them moving around, adding curves, and tweens to the movement.

The pixel art is immersive?! That's more like 6 stars for 3 hours! It completely overshadows the flappy gameplay. You say you have updated tree art however it really isn't necessary, and I am worried your new art will blend in because they do look improved. For a practical suggestion rather than a want, I would like the camera to intuitively move a little vertically when going over a tree. For a want: fly into the hollow of a tree for extra content.

* I'm not really a roguelike fan, as I prefer challenging roguelites. As far as deckbuilders go, a few are absolutely amazing while most are complete trash (especially F2P).

* The spellbook needs an identify mechanic.

* I'm not interesting in continuing at this point because of the lack of worldbuilding and development. On this note the type of worldbuilding I prefer is ARG, if that makes sense.

* Bug: Godot web player runs a bit slow on the Brave browser, will try other options.

Thanks so much for your work on a new project.

Seems like an early version of the fake F2P 5 character team games. What I like about your version is you can lose instead of getting stuck.

There is a bug when you start a new game that keeps your last team on the screen.

The biggest thing I want is a battle log so I can see the intricacies of how to play instead of guessing what's going on.

Second, I want to be able to save teams in a way I can restart at any point in earlier matches.

This is a minstrel's song to minesweeper.

There once was a brave-hearted knight, Who searched dungeons by numbers of fright, Each flagstone he'd tap, Would avoid deadly traps, 'Til the dragon arose to fight!

Nice simple yet challenging town management game.

Suggestions:

  • Since the tick isn't the same, please make the emote pulse.
  • Have an upgrade option.
  • Other maps
  • Weather

Problems:

  • Clicking doesn't always place the building, so please keep the building ready to place after click.
  • No Options menu with things like restart.