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piefayth

31
Posts
14
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A member registered Mar 18, 2018 · View creator page →

Creator of

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I like the presentation as a forgiving / scored puzzle game. My biggest gripe here is the lack of visual contrast; hard to see the arrow against the ground, the different balls have different levels of contrast with the environment. Just kinda hard to see.


Fun and satisfying despite that!

This is very fun. I would've played more if there was more. The pre-placed bombs should show their range when you hover them.

Great job this slays

sounds are v satisfying

Tricky to get a proper rhythm, would be nice to have guiding lines. Likewise for looking for a certain pitch. Some kind of grid to play on would help a ton

The polish here is great!! I can tell that there are some interesting tricks to the movement here, but I found it pretty frustrating to learn.

Felt like I was just clicking upgrades. With a little added strategy and mechanics, I think I would've really enjoyed it! Even as is, the "feel" hooked me, and props for that

Fun! I think there is a big unsolved UX challenge here with communicating the existing state of the board to the user; I felt like I had to memorize what connected to what to make any sense of it. 

I love the 3D grid with the sprites on it! Looks great. I feel like some additional time spent tweaking the PBR-ness of the grid (it's so shiny) would've gone a long way. Maybe the sprites would look better as true billboards? Do the shadows make sense? 

Good job!!

Cute how putting towers in different location makes them look different. I love the combining towers concept. I would've played longer if it was easier to place towers, clicking back and forth kinda sucks, especially when the placement clicking is flaky

This is great fun, but I do wonder what it would be like with limited numbers of pieces to place per level.

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This is fun! I played a few rounds. Getting the big chain is _the best_, though it pops a little fast. A satisfying pop noise would go crazy here.

This is emblematic of the kinds of the experiences that Bevy is starting to enable on web. It only gets better from here, and that's so cool to see. Congratulations on delivering something of this fidelity playable in the browser. Nice decals.

Some design thoughts in no particular order

- The biggest miss for me here is the lack of a reward for chaining. I think a big multiplier that gets physically bigger and more dramatic as you get bigger chains would add a lot to the feel. 

- In fact, tying something like that directly into the gameplay by rewarding the player with power for chaining could really reinforce what is unique and special here. Maybe a system where you need to destroy some chains of smaller faster zombies to get strong enough to do decent damage to a big one. That kind of thing.

- Feedback on a connecting hit would make a big difference; I really couldn't tell most of the time

- Choosing healing as an upgrade feels bad. Might've been nice to place a healing item in a random risky location in the middle of the round, forcing the player to choose between playing it safe and restoring the health. That way you always get to choose a fun upgrade. Taking the heal feels like a punishment for playing badly.

- The gun is too good? I liked shooting the barrels more, but the unreasonable effectiveness of the gun trivialized them. It makes me think a little of hybrid tower defenses like Orcs Must Die or Dungeon Defenders. It would be an interesting direction to place the barrels, to place other traps, etc.

- Some signal you're being approached from behind before you're hit would be nice. Maybe an audio cue, a zombie groan, through spatial audio. I think that "what is behind you" might be part of the fundamental tension at play, but I found it frustrating without some kind of clue.

A juiced up and fleshed out version of this would go crazy. Cool idea!

I would've enjoyed another level!

Pretty fun when you get the hang of it, but the camera shake was truly nauseating for me.

Presentation is awesome. I thought the browser version worked great, but I'll have to circle back to try it in the terminal; seems like it's gonna be really impressive. Nice work!

I love the hose!! Extinguishing could use more visual feedback. And you could've gotten a huge aesthetic boost by throwing a simple outline postprocess on, I think

I rescued the birds. A move counter might've been interesting; without compulsion to minimize moves, you can trivialize the game by just jumping until it's very obviously safe

I use a 60% keyboard; it's basically impossible to play a game that requires arrow key movement AND letters. My arrows are on a layer.

In the future, WASD would be appreciated!

For some reason, whenever I click Dominoes for the first time in a level, it places them in a fixed position. Works fine after.

Otherwise, I like it! The hexagon grid keeps things from getting too sloppy. Would like to see more devices. Good stuff

Honestly I found it frustrating to move the character into position, but I do like the idea of these domino puzzles!

Kinda feels like a tower defense where you have a special tower you have to defend. Would've kept playing if I didn't win so fast!

Hybrid tower defense fun, good take on the theme, good spin on the genre. Love that background. I think a couple layers of mechanics and juice on this would go hard. Good job

Definitely could not keep up with the number of malfunctions. Cool style


I couldn't make a second chain after my first chain. Tried in both Chrome and Firefox, just never let me start a second one. Maybe I'm confused? Cool concept

Amazing, thank you. Easy fix for after the jam, and easy workaround for anyone who needs it in the comments. Appreciate it.

I got an effect early on that basically covered the whole screen the whole time, which made it pretty confusing to see anything else. I did like my number going up as I placed more things though...

Darn. That all looks great. That's Chrome? What's your resolution? Wondering if it's a CSS thing, since the game looks loaded, just the complete wrong resolution. But it should scale to the canvas...

Does hitting the fullscreen button in the bottom right of the grey outer box do anything?

Thanks again for the extra details on the bug report. I appreciate it.

Thank you! Can you scroll up in the console? I think the real error is cut off just at the top there. Rest of that is totally normal. Also, what GPU?

Blown away by this one. Awesome job.

163 

Fun take on frogger-style. Would've been nice to see an additional mechanic or two, but the simplicity kept it a nice tight experience. Good job!

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Hmm, I think it's possible to do better than only blues.


I guess the trick is maybe a little obscure?

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Me: "It doesnt scale that high yet, I don't need to worry about scientific notation"
Players:

Edit: Pushed a fix, v0.0.14 :)