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Pitaxed

70
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A member registered May 19, 2023 · View creator page →

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Kinda feels like a youtube poop in videogame form, pretty entertaining :)

Extremely weird, in a good way. It took me a bit to wrap my head around the mechanic, but was great after that. 

As others have mentioned though, diagonal walking would be a an extremely welcome addition, as walking feels pretty stiff as it is.

Huh, weird, another person also couldn't use the fullscreen and it simply worked on a refresh. The download version is what I recommend anyways though, as it simply runs smoother.

Thanks for checking it anyways :)

Thanks ^^

You have to click on a die to be able to reroll it.

Goddamn, I'm amazed how you took so many simple things and created this seamless environment out of it, that looks extremely polished and creates a fantastic sense of place. The gameplay fits the theme perfectly, but I think it'll take me a bit to learn the mechanics.

Yeee, if I return to it I'll definitely try to explain the mechanics better. The burns save the left value and adds it to the same value on the next 5 rolls, but diminishes by 20% each time.

Extremely glad you had fun regardless though :)))

Thanks, I first wanna make the idle game I made a bit ago into a full release, maybe I'll return to this some day though :)

Incredibly charming with the handrawn sprites, definitely something more games should utilize.

The concept is very nice, as it gives context to why you wanna roll high, but the lack of variations had me play a few (joyous) rounds before I quit out.

For some reason my part of the "fill meter" on the top of the screen started flickering every few seconds at some point.

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Hm, that's an annoying bug, gotta see if I can track it down in time.

Ye, this probably could work with multiple people, though tracking all the abilities might get stressfull.

Thanks for the compliments and I'm glad you enjoyed it ^^


Edit: Uploaded a new version that fixed the bug. Again, the old version are still up for transparency.

Huh, very weird, hope that it stays a rare error.
Thanks again, I think I spent a good chunk of the first few days fine tuning the physics until it felt good :)

Pretty fun once I read that I had to press space to gamble and not just look at the machine and get by the 200 you get automatically.
I encountered some bugs though, like getting a payout even though I just restarted (maybe because I died while still receiving a payout?), which happened multiple times. And then on another run I simply stopped getting the guaranteed 200, and because I started at 0 there was no way to gamble up, and this persisted between deaths, so I had to reload the page.

Huh, do you have a screenshot/description? It works fine for me.

Did you hit the fullscreen button in the bottom right?

Thanks either way ^^

Nice idea, very interesting movement, even if it took a bit getting used to. I got stuck right before the end, but managed to beat it in the next run.

Good job :)

Interesting concept and aptly visualized, but some of the upgrades seem weak/bugged? Upgrading my damage from 1 to 3 does not in fact make me do 3 damage, maybe I'm missing something.

Oh damn, ye that is a glaring oversight, I uploaded a fix for that in form of the 1.2 version.

For anyone curious, the 1.1 version is still up and has the described error.

Thank you for the feedback, and bug report ^^

Neat game, I found the text after beating every level a bit annoying and would've liked to just load into the next one, but other than that fantastic :)

Interesting concept, obviously a little short and still took me a bit to realise, that you want to just jump up the slopes. I would've liked a few more levels to play around with the mechanics you made.

Hope you keep making games :)

And just like that, they pull me back in.

There is a list of input commands right under the game

The game tells a story throughout the different minigames, so randomisation and skipping sadly isn't an option, as the end of the minigames always give some story context.

You have to get to a score of 10 in the flappy game and it's the hardest of the games imo, if that changes anything for you.

Good rating policy either way and thank you for checking out my game :))

Thanks a lot :)))

You can talk to the two weird dudes by pressing "E".

I sadly didn't have time to add input prompts :S

Yee, I did debate, how high the flappy doki score has to be to proceed. I had my girlfriend test it, who's also bad with that kind of game and the fact that both her and you managed to get past it hopefully means, that I hit the sweetspot.

To your question, I did manage to create the flappy doki part basically in its finished form on the very first day, but after that I started working on things in parallel and since the following parts are more complex in basically every regard, I didn't manage to keep up the pace. I guess I'm kinda close to getting one part done every two days on average, although in reality I "finished" all of them only a few days before the deadline and making adjustments till the very last day.

Thank you for playing :)))

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It happened in the web version. I have played around a bit more and while the error happened not often, it has a few times and I can't really narrow it down to specific cards, I have switched out my deck quite a few times and it still popped up occasionally.

The game gets stuck when the last card is played and doesn't trigger the "Game Over" element. The played cards can still be scrolled and the scored subs are visible, they just don't get payed out and without cards, there isn't anything to interact with. I have had to simply reload the website, to continue playing.

Having a lot of fun with it outside of that though, just finished a Dragoon round scoring 39000, which took forever to play out.

This looks, sounds and plays amazing, but in two out of three rounds I played, I got stuck after playing the last card. The first time it was the doki card that gets an event card out of the deck, so I thought that was the problem, but the second time it was a regular dragoon that god me stuck, so I have no idea how to avoid it.

I would really like to play more of it, but not in this state.

Thanks :)
Did you bring the energy core with you?

Thanks :)

Initially, you could simply spawn a planet in the sun and on the line, to basically make it a regular clicker game but that felt like it would become really unbalanced with the better planets and kinda defeats the purpose of the game I want to make.

I have some ideas for "things to do", but those would probably mostly lie behind a prestige or two, which I do hope to implement when I find time.

The number pop up is a great idea, I usually dislike that in games, so I guess it simply didn't cross my mind, but it would indeed be useful here, I will make it toggleable though.

I made the music on the second day, but it initially was going way faster. Thankfully I had time to change it on the last day.

Thanks a lot :)))

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Yeah, I probably should have made a model to estimate how fast you can "beat" it, but then again, an idle game is supposed to require some time to progess. A friend of mine got to 2 million revol in a few hours, so there's that.

Thanks for the feedback :))

The games page is password protected?

Fantastic concept, after dieing once in the first level I beat the whole game with my next try, really fun :)

I really like this concept and wish there were more things to do. I eventually used an auto clicker to see if there was any more content after sacrificing cultists, but sadly no.

I played the first few missions, there's a great opressing atmosphere and I love the characters. I'm not entirely sure what the criterions for sucessful and failed missions are, but I'll get back to this.

I can't do anything after the first dialogue with the door ends :/

Love the art style and would like to see more of the story.

Thanks :)

Hm, works in both Firefox and Chrome for me, but I added Windows and Linux builds.

You *accelerate* on the top part of the screen, you only lose speed when you hit something. So you have to spend a bit of time in the upper part to gain speed and then move around more freely to dodge better.

A warning sign and honk happening before cars appear on screen was planned, but I didn't manage to implement it in time for submission. I did get to it yesterday though and it will be included with a general polish update that releases once voting has finished.

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Fair, in the future though you might want to choose an engine/framework that provides you with the basic features you need for the game, in this case RenPy could have given you everything you required. If you want to make more visual novels you should look into it. 

Art, Sound and the idea are great. But I don't like, that the speech bubble giving the next action covers part of the map, thus hiding some spots to mark. That turned the frantic fun into annoyence. With that changed I would have nothing to critique about this game.