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Queeflex

71
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1
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3
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13
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A member registered Apr 02, 2025 · View creator page →

Creator of

Recent community posts

Tremendous idea!

Don't really like dungeon crawlers, but game looks nice. Starting menu works some strange, buttons are kinda "uniteractable" and i've needed to click several times on it for launching.  

I'd like less "waiting for grandma" moments.

Quite original idea with good challenge, like that you can change the lvl design for your needs, but sometimies levitation power works some clunky, i believe, that due to isometric view. You don't really understand the borders of other objects, it'd be better if during translating a object game highlights other objects, which collide with translated object. Great work!    

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Looks nice, like lo-fi music in a menu and water-reflexion shader. Gameplay is addictive at start, but after 10+ tries become little monotonous, it'd be nice to have some minigames for catching fishes and i'd like to have speed up button when the fish-rod is turning back. Nice work!

Ha, then it'll fun for you to know - my last unconquered region was the desert. I hadn't put cookies on all tiles of the desert in the start, and to end game there was tiles with 8-9 scorpions, it was quite challenging to fight with 9 scorpions, when their max roll = 6.

Well done! Interesting idea with events, which force you to change the strategy, but randomness is so cruel there - i've send several times 3 cookies on one tile with a wolf, but all three time he has thrown equal or more to my dices trowns and win due to rules of games. I'd recommend to change balance some maybe, where amount of units will be more meaningful.

Like your very detailed tutorial and intuitive interface. Not my genre, but it is fine. Nice work!

It's okay, I just don't like personally games about minmaxing stats. Enemies create weak dynamics, because they can't surround and corner you. Sprites, which you've chosen looks strange together, i fogot how this calling exactly, but it's connected with different size of pixels of sprites. Also, enemies have another issue - if you will stand at the edge of the map, then enemy can spawn very close to you and you will get inevitable hit.

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Good art direction, but i have some issue. How i understand, clown gives you a multiplier of score after a mistake, but if you hadn't done mistakes , for example 10 times, and other player had done a mistake after 3 times, then player1 (with 10 times without mistakes) will have more chances for lesser score and vice versa with player2 (with 3 times without mistakes). Not bad job anyway.

Incredibly funny, very joyful gameplay, control some clunky, but i like it anyway. GOTY!

Game works strange, lack of impact from player's shots, 3rd lvl has bugged cookies, 4th lvls can't ended (despite of i collect all items).

Interesting concept, but i think instead of turning visibility for lose, it'd better work like additional difficulty for skillful players. 

Like fish-eye filter on camera, The maze in the end is a bit long.

Catch idea, rich art, hp managment is interesting,  but I feel so frustrated because of clippy...

Like your preview of the title. Game really need some sounds at least, it feels very strange. Font almost unreadable, for names it is okay, but not for chunks of text. And decision making gameplay don't work - i can't feel that my decisions are changing something, through 7 days nothing happened, except numbers of characters have become some different.  

Nice art, but i don't like vast area, in most cases you don't know where character will land and together with following one shot enemy it feels quite annoying. Inspite of that, controller of character feels good, like high speed, it just would be some better if player had some more accuracy in controlling. Well done!

Nice bullethell. So much unique lvls challenges and quite interesting enemies. Good job! 

jump to jetpuck requires too much accuracy.

Art style is amazing, UI looks incredible. Gameplay is okay and, maybe that was a idea, but without enemy's stunlock game feels very strange and clunky and it'd be good if you make one certain size for a bullet of range enemy.

Nice casual version of minesweeper. But I don't understand sense in several characters, i tried 2 of them and not find any difference, except a sprite.

Nice retro shmup! Like bullets patterns, interesting idea with following cookie enemies, each wave has really good growing dynamics. But I don't really understand how near i have to miss to gain a meter. Slow moving mode for micro dodging would be great, btw.

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Yes, you're right. Optimal/survival way to play has big issue, but i didn't have enough time for fixing it. My primary goal was working scoring system. Thanks for feedback and playing! 

Yes, but all my other comments was in eng.

Thanks for playing. Z - increase your speed, X - makes you slower for more accuracy. 

Interesting idea, but it is breaking game's balance and to the 7+ wave I've decided to end wave when it've been becoming too tedious. But concept has potential - I'd offer to make more tight limit to max turrets (like in PvZ for example). Good job! 

Cute visual and I like that you added some verticality in lvls, it's create some interesting situations. Good work! 

Not bad. Really good sounds, like camera's shacking. I don't like that enemy can't catch a player, if you always running from him, and player can't see the monster before monster will see him, due to that things there is no need in a strategy, you're just running away in search of a cookie.

Quite innovative gameplay. Have a bug - enemies have been going over the hedge, when i've been hitting them very closely to this hedge.

It's maybe not the best jam game, but the most fun absolute!

Nice mechanics, have some fun with that.

Cool art style of UI, weapons, bots, but, there isn't a gameplay almost. At some point, I've just left a cursor at middle of screen and just watched.

Music, art style, post-processing effect in menu is nice. Unfortunately, i just can't play due to font, such pain for my eyes.

It's just magnificent. Robust challenging gameplay, incredible pixelart, correspondence with the theme. Fantastic work! 

Art style looks amazing!

Not my genre, but looks okay. 

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Sounds and lvls are good, but I've played in pussy mode, so can't say much. 

Nice dynamics after 15-20 waves, projectiles are tricky, love it. But i believe you need to add more speed for melee enemies, they seems almost useless, especially, when range enemies don't spawn.  

I've started receiving this window message after one comment of Brackeys Gamejam submissions. This comment was on other language. Can it be the reason? 

Art is well done, nice colors. But I don't really understand how to play in it. I see, that sword is damage, shield is additional hp, but there isn't a hint what status effects do. I'd like, cards, when you hover on them or click RMB, shows you what they do. How your deck works at all, it is too mystery for me. What is happening with cards after discarding? Maybe gameplay, strategies, decision making there are good, I just don't know - it my main issue. Btw, don't like unskippable dialog in the start yet.