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A member registered Jan 30, 2019 · View creator page →

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Hey, sorry for a late reply! Thanks for your interest, it's always very motivating to hear people are willing to help! There's not all that much that can be done now, as I'm currently super busy releasing my first commercial game Ants Took My Eyeball. However, it is always helpful to spread the word and try to keep some hype and interest up. More people interested in the game means we can more safely commit more time and energy to making the game as good as possible!

That would be really cool, but we'll be focusing on the Steam release first, and maybe consider other platforms later.

A true masterpiece!

We have plans for new minions, enemies, meta-progression and levels!

Yes, a Steam release is still coming, hopefully soon after I'm done with my current project, Ants Took My Eyeball. Not promising anything, but most likely some time this year.

That's the plan!

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Suomi!

Hey, thanks!

We are definitely going to have more friendly and hostile units, and spawning hordes of minions is indeed the way we are going. Bosses would be epic, and more playable vampires too, though that might be something we'll save for post-launch content.

Hi, we are prioritizing the upcoming Steam release, but after that we'll look into possible mobile ports.

Thanks! I'm really into sound design, so it's awesome to hear you liked the sounds! I feel like it's a department that's often lacking in many otherwise good indie games, so I'm trying to pay extra attention to it.

Yes, that is definitely something we'll try to do for the upcoming Steam release!

Oh no, did it give you an error message?

Oh and alt+enter toggles full screen!

Hey, thanks for the feedback! 

I'm definitely looking for ways to improve the balance for the upcoming Steam release, so feedback like this is really valuable!

Right now every unit drops the same number of gems (2-3), so it's easier to maintain them if you summon mostly inexpensive units. In the full release there will be some units spawning automatically, plus also upgrades that generate more gems. I might also consider making units drop some % of their cost.

The chest traps used to be extremely overpowered compared to anything else, so I quickly nerfed them post-jam. Seems like it was too much, but I'll try to make them more useful in the full release.

The exploding zombies do some damage to your own units, but this damage is not scaled by their damage upgrades. I might make them do even less damage to allies, though I like the idea that they can chain-explode.

Hey, that's a great idea! The game definitely needs some fun and interesting challenges, and I wonder if we could implement this kind of gamemode somehow.

Thanks! That's definitely not intended, I'll fix it at some point!

Yes, that's a good idea! Actually, I already did it!

Oh no! Did by any chance exit/enter fullscreen when that happened?

Thanks for the feedback! Sounds like a bug indeed.

Thank you for feedback! Permanent upgrades, unlockable minions and settings menu are coming for sure, but unique powers is also a cool idea which we could consider!

Yes definitely!

Thank you for testing!

Hey, does the problem persist now that I updated the desktop version?

That will definitely be possible in the final release!

Hey, thank you for your detailed feedback! I'm currently trying to fix the framerate issues. Did you play the browser version or the desktop version?

Hmm okay that's pretty weird 🤔. Does anything happen when you press the right mouse button?

Oh yes, that's my secret weapon, writing code that just works! That's why we have so much content too, I simply programmed it in and hoped it would work as expected. Master's degree in Computer Science probably improves the odds 🤔.

Having to debug some weird and unexpected bugs is pretty much the worst thing that can happen during a game jam.

Thanks! You might be surprised to hear that I wrote all of the code during the jam. For example the selection wheel took around 120 lines of code, and maybe 1-2 hours of my time.

Oh, that's a cool idea!

The thing is, we used GameMaker for this game. It is a really powerful tool for rapidly prototyping simple 2D games like this.

I'm currently working on an upcoming action platformer roguelite Ants Took My Eyeball, check that out!

Thank you so much for the detailed review,  I'm glad you enjoyed our game! Reviews like this truly mean a lot to us and keep us going!

Hey, thanks for the feedback, it's very useful! For the full release we need to do a lot of balancing, and we are definitely nerfing the chests in some way.

Thank you! We are currently thinking of making a full release with permanent progression!

Thank you! You might be not-surprised surprisingly fast!

Thank you! We had 2 people working on the game.

Lovely color palette and the music choice is good! Reminds me of some really old computer games, and I mean in a good way.

What a great take on the reverse Vampire Survivors idea! There's plenty of content for a jam game and the difficulty is also pretty good. I played a few times and my best score was 50 kills. Also nice music choice!

Nice game, really has that Vampire Survivors feel to it! That menu art is gorgeous, the music fits the game perfectly and the controls are intuitive. I love how the screen is filled with minions all the time! I wish it was more challenging though.

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I love how the characters look! I wish there was a bit more juice, but otherwise it's a fun game and the idea of picking the upgrades for the survivor is great!

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Hey, that's an interesting question! Unfortunately, you might have to spend quite a lot of time and effort to get this efficient. I have been making games since I was a kid, and I also have a Master's degree in Computer Science and I'm currently studying Media and Arts in another university. In addition, I have taken part in dozens of game making competitions and game jams for more than ten years now. 

Now, all this might sound pretty intimidating, but I believe you can achieve this level way faster than I did. I was quite unfocused, and only started getting this good few years back. Mastering art or programming takes of course a lot of practice, so for that you just need to make more games, for example by taking part in various game jams throughout the year. When you get the basics down, start focusing on making the games fun! I personally believe most of the fun comes from a good challenge with enough player choice, satisfying and frequent feedback and good pacing.

Watch videos like GMTK and GDC, read tweets and blog posts from other developers, and most importantly make more games, and you'll get there!