Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

risingore

13
Posts
A member registered 47 days ago · View creator page →

Creator of

Recent community posts

Honestly addictive — kept playing way longer than planned. Loved the whole atmosphere and concept too. Great work!

The hacking mechanic is a genuinely brilliant idea — it changes how you think about every wave. The retro top-down look hooked me instantly too. Great work!

Extremely intuitive — I picked up the flow within seconds, then got pulled into this addictive "I get it → I die → one more run" loop where I kept jumping back in without thinking. Being able to pick the music yourself was a small but really nice touch on top of that. Great work!

Honestly, pulling off a complete RTS in a jam window is genuinely impressive — that alone deserves huge respect. Took me a moment to figure out the flow, but once it clicked I was really into it, and the music carries the atmosphere beautifully. Excellent work!

Thank you, this honestly made my day! The cyborg/role-building loop was the heart of the build, so I'm thrilled the concept hooked you.

Thank you so much! Really glad the UI landed — we leaned hard into the post-cyberpunk look.

Thank you so much! The robot design and audio are parts I poured a lot of heart into, so I'm really glad you appreciated them (personally, the HARD ending track is my favorite).

You're absolutely right about the gameplay feeling thin. The genre is auto-battler, but right now it's basically "buy, place, watch" — I'm aware I haven't really brought out what makes auto-battlers fun.

Your suggestion of "different active abilities depending on the equipment" is exactly the next step I want to take. I'd love for the player's decisions to directly drive the battle visuals and stats. Thanks so much for taking the time to share this feedback.

Thank you! The UI, character art, and ULT effects were where I spent the most time on this game, so it genuinely makes me happy to hear those landed for you.

You're absolutely right that the gameplay can feel one-note. There's a hidden probability layer inside it inspired by Japanese pachislot — the button's aura colors (white → blue → yellow → green → red → rainbow) and various prediction cues telegraph your crit chance before you fire — but I couldn't push the balance and overall polish to a quality I was satisfied with.

I'm a big fan of auto-battlers myself, and I'd like to keep developing this direction: combining synergies, part fusion, and pachislot-style probability so the player really feels like they're playing the game, not just clicking it.

Thanks again for the honest feedback!

So chill and so cute! The robots are adorable and the music fits perfectly. Loved the cozy vibes.

Really impressive work! The atmosphere, the music, the puzzle design, everything feels so polished. Hard to believe this was made in a jam. Loved it!

Nice idea! I found myself completely hooked on spinning that lever.

Thanks for playing and for the honest feedback! For this build, what I really wanted players to feel first was the core loop — equipping parts and stacking matching ones to get stronger. But you're totally right that the differences between individual parts are too subtle right now. Making each part feel distinctly different is high on the list going forward. And really glad you liked the special attack! I'd love to keep building exciting stuff like that — flashy cut-in animations for new characters' specials and so on.

Thank you so much! Really glad the visuals landed — appreciate you playing!