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Rainbowrain-TW

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A member registered 13 days ago · View creator page →

Creator of

Recent community posts

I spent a lot of time playtesting to tweak the balance, and the appliance levels were actually a last-minute addition to the design. It's amazing to hear that you noticed those details and had so much fun! Thank you for describing your playthrough so perfectly—I can completely picture the exact moment you're talking about.

The success of the art style was honestly a bit of a lucky strike, but I really appreciate your kind words. Thanks for the support!

I'm so glad to hear that the game was worth your time! As a developer, that's the most rewarding thing to hear. Thank you!

Thanks for the kind words! Once the appliances are plugged in, they automatically attack nearby enemies. I definitely should have put more effort into making that clearer—some of my friends actually had the exact same confusion! I'm glad you still found the rest of the game fun though.

That’s incredibly professional advice — thank you so much! I’m a big fan of HoloCure and Vampire Survivors myself, but I’ve mostly enjoyed them from a player’s perspective. This game jam experience really helped me understand the design aspects you pointed out, and I’m sure it’ll be extremely helpful for my future projects.

You’re absolutely right about the progression and endgame. Even though I did include speed caps in my initial implementation, the fact that the upgrades still felt neutralized means the sense of investment and power-up payoff wasn’t strong enough. Also, not having enough synergy for “broken builds” was definitely a missed opportunity — discovering those crazy combos is honestly my favorite part of these games too!

Using a hard time limit for the endgame is also a great suggestion. My original idea was to let players clear the main stage and then test their limits in Endless Mode, which is a common loop, but my current upgrade system clearly isn’t deep enough to support that kind of long-term scaling yet. That’s probably what led to the “inevitably overwhelmed” feeling. This is definitely something I’d love to improve in the future. Thanks again for such a thoughtful deep dive!

Thank you for such a generous compliment that hits right at the heart of my inspiration! I'm incredibly happy to know that you enjoyed these designs.

Thank you for the compliments! I also really love the concept of the turrets, and there are actually a lot of expanded mechanics that I didn't have time to implement. Regarding what you disliked, I think it’s a bit of a dilemma. If enemies don't get stronger, the game loses its challenge; but if their scaling matches the player's upgrades too closely, it definitely weakens the sense of progression.

I hope I can figure out a design that balances both. Thanks for pointing it out—it’s definitely a problem worth diving into!

Wow, honestly, neither I nor my friends have ever made it to level 60, I guess I should give it a try myself! Thanks so much for playing my game, and I'm really glad to hear you enjoyed it. 😊