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robstherapy

61
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3
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A member registered Jun 14, 2020 · View creator page →

Creator of

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The game is quite funny. I liked the music a lot, fits the levels nicely.

The flashlight felt awkward to use since its not centered with the sub. Since getting hurt turns you around you can't really do anything but drive away. The movement felt fine to me, but it's difficult to boost with F while moving with WASD. The art is fitting and the sound/music goes well with it. Good work.

Awesome work on the portal effect. The transitions felt seamless. Would love to see more, good job doing all of this during the jam.

It's good there were options for sound/keybinds. The actual game was too busy, having to control flippers and the ufo, while getting the alien what it wants. I liked the pinball parts like the moving tentacles or the pipe, they were fun. 

The gameplay was very satisfying. I appreciated all the flavor text on the special tiles. Placed a lot of farms and each one had something new written on it. The scoring sound was a nice touch, though it's a bit slow tallying up all the +0's.

I noticed that the health bar gets hidden behind the rocks and mushrooms. I would suggest using y-sort so the player can appear in front or behind objects. The music was fitting, but sound effects for things like shooting or taking damage would add a lot. Overall the game is fairly well put together, good job. 

Interesting concept, building the dungeon you are trying to escape. Controls were awkward, took me a while to figure out how to open the doors. This made it really stressful/thrilling trying to outrun the enemy, while also building the path out. Good work.

Incredibly well made. Terraria but with random upgrades is a lot of fun. I went for mining upgrades initially and it was very satisfying to get tons of ore and xp, though the combat was good as well. Small issue I had is that if you're clicking on something when the upgrade screen pops up you end up instantly picking an upgrade.

The game is solid. The tactical mushroom soldiers are sweet. My main criticism is that it feels like the enemies just wander around. You spend a lot turns just chasing them down.

The art is excellent. I found it pretty amusing being a yokai and opening all the bathroom stalls, almost expecting to spook someone.

I like how the 2d characters were blended with the 3d world. There were some spots (left at the start, right end of mirror maze) where the camera would go through the ground/wall. Also the reflection of the player in the mirror got stuck right away. Anyway you guys nailed the atmosphere, excellent work.

I really like how you tackled the theme, having the player create the strange place. I had an issue where sometimes I couldn't place platforms after my cursed tower got too tall.

The game is pretty cool. It's a lot like the fog gate randomizer mods for the souls games. The boss was a bit of a struggle (especially with that triple hit which felt like an undodgeable instant kill) but after finding the sword and shield it was a lot easier.

Some feedback:

  • Needs more sound effects, such as for enemies or shooting
  • Not enough perks/too many re-rolls. You can upgrade exactly what you want every time.
  • My game just stopped at 4 minutes, screen filled with octopus enemies. Wasn't clear why.
  • Need to see your stats, things like HP or how much attack speed you have.
  • Game just plays itself after enough upgrades. At 2 minutes I could just stand still and nothing could get close.

The core of the game was solid, I did enjoy it. The art was really nice. The game page looks incredible; I especially liked the creature list.

The game reminds me of Ace Attorney, in that you find evidence and then need to show it to the right character.

The character designs were phenomenal. It was great that each of the witches had multiple sprites. The writing was fun as well.

Some issues I had:
Music just stopped partway through.
The shifting room positions is good but sometimes you get stuck waiting for a character you need to talk to.
My game got stuck after showing Germaine a mushroom.

I don't know if it was intentional but I liked being able to stick to walls. Got a little confused with the objectives because I grabbed the items out of order. Overall it was fun though, nice work.

The levels were surprisingly difficult to get through. The art was fantastic though.

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The world is really interesting, though I wasn't able to get everything and rescue the ship. My main issue was that the cursive text is hard to read, so it's good that the journals and intro are voiced. Nice work.

Having to choose which stat to increase/decrease was pretty interesting for getting through the levels. I ended up invisible after becoming smaller too many times.

Plays well and looks great. I went for an attack speed + execution build. My only complaint is that the choose one screen is so flashy its blinding. Great work overall.

Cute and simple. Would like to see more variety, like more types of fish to catch. Good work.

Jumping in this kind of game was novel. I found the platforming levels with archers were quite brutal. The last part was very satisfying though, just blasting through hordes of skeletons.

Hey everyone. Thank you for playing our game and giving us feedback.


We added a new turret and more ways to spend resources. All the unit sprites are animated now, and there are a bunch of QoL and balance changes.

There probably won't be any significant updates after this, but I'm happy with how the game turned out

Really cool card game. The mechanics were very intuitive to play. Getting a combo assembled like sheep cloning or foraging was a lot of fun. The sound and visuals work well for the setting. The caravan system is great. You can discard what you don't need and buy resources or combo pieces.
Polished and well-thought-out. Excellent work.

Lots of fun. Neat that instead of just dodging cars you're trying to get them to crash into people/each other. The upgrades and power ups are good but the punishment doesn't feel like it adds much, especially since I've only seen the "lose 1/4 of your money" one. Also got a game crash after being hit by a truck.

Cute visual novel. I liked that the dialogue choices lead to different endings. The text font feels a little small though.

The combat feels a little stiff but the attack animations look awesome. I especially liked the cursed blade effect. The boss felt really tough since he dodges pretty much instantly when you attack, and is just relentless when attacking. Had to skip.

Overall, I'm impressed you managed to make a souls-like in only a week. Great job!

The game is really impressive. The art style works well with the dark atmosphere.

The puzzle of setting up barricades and guards is interesting, but the way they follow you feels really clunky and makes it tough to put them where I want to. Would appreciate a reset button for when you wall yourself in.
I like the graphics. The characters kinda look like stickers.

Good work on your first game. Short and simple. I had fun playing it.

Neat idea. I think building up calm by dodging would work better if the attacks spawned on top of you or at least much closer, since right now you need to almost walk into the attacks to get calm.

The game look amazing. I really like the character designs. It is satisfying to move/dash through the people and guards. I wasn't sure on what I was supposed to be doing though, between collecting papers or just getting more kills.

Thanks for the feedback. The upgrades were only balanced so far as day 7, while the enemies just keep getting stronger. Definitely plan to add more things to spend resources on after day 7.

The combat is fun. The beginning is tough though since you immediately fight 2 enemies.

Good work.

The concept is interesting, and the visuals are good. It was fun but could definitely use more mechanics.

Slowing time was really cool, especially how it slows the music down too. The hitlag on attacks gave them a weighty feel. I would say the game feels a little too overwhelming later on when there are lots of enemies and turrets on a long map. Slowing time doesn't last long enough in these situations and there isn't anywhere other than the start of the level where you can safely enter calm.

Very satisfying to play. I like calm mode as a mechanic but it's difficult to tell when you are in it.

Loved the presentation. The art and atmosphere were great. I had an issue where another copy of the second guy spawned in while I was talking to him.

Your game is very well made. The controls and notebook were really intuitive to use. The castle is interesting to explore and looks great. My only complaints are the audio bugging out when you first load in and the movement between areas being glitchy sometimes.