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CaptainHerpaDerp

19
Posts
2
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12
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A member registered Dec 21, 2021 · View creator page →

Creator of

Recent community posts

Really cranking out updates. Well done, keep it up!

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Very well done! I can tell that you put a lot of love into this. I have some suggestions - firstly, allow pausing! as i write this, I need to hover over the build buttons, as it is the closest thing. Secondly, time scaling would be nice. Third, a menu where I can toggle the music, it is a nice loop, but it is rather short (sound effects are really cool, should let me know how you made them). #4, I think the sand dune humps could use a bit of variation, you already did this with the cacti, just one or two more variations would enhance the feel. 

Awesome game!

Awesome style, great mechanics. Keep it up!

Thank you for the feedback! As for spell selection, you can use the number keys to select them. Below each spell frame is a number corresponding to the key on the keyboard.

Got it, ill do it now. Thank you for your help :)

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Hey, I believe i've fixed this, give it a go again and let me know what happens!

Hey, thank you for the feedback. I really appreciate it. What I gather is that some single-view tooltips would go a long way. Spells are purchased on the map menu on the bottom right. I tried adding a bouncing exclamation, but it seems that a tooltip there would also be good. Thank you very much.

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Hey everyone,

I’m developing a pixel-art tower defence game, and it is meant to be challenging. However, I need outside eyes to determine whether it’s currently too hard for first-time players.

I’d love feedback on these specific points:

  • Difficulty curve: Can first-time players beat Level 1 within a few tries, or is it too frustrating?

  • Clarity: Is it clear how to start playing? (Navigating menus, starting the first level, etc.)

  • First spell: Do players understand how to unlock and equip their first spell before playing?

  • Overall UX: Do you ever feel lost or confused about what to do next?

> Play here: https://ruben-smith.itch.io/realms-last-stand

Any impressions whatsoever are invaluable to me; telling me my game sucks is still good to hear. Thank you in advance for helping me polish the early experience!


The rider's attack animation doesn't really make sense. How can it stop to attack ally soldier units?

What is supposed to happen when the commander enters combat with the ally soldiers, instant death??

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Hey! I'm working on a game with this UI, check it out: https://ruben-smith.itch.io/realms-last-stand

traps have been added! :)

Hi! I made it using Unity :)

Version 0.1.91 Update

Hello! I’ve just released a minor update that addresses a significant bug where towers were shooting much farther than their intended ranges. This update is a temporary fix as I continue working on a more permanent solution. 

I have released a version of a game with these art packs if anyone is curious to see: https://captainherpaderp.itch.io/realms-last-stand

I have a very important note for the artist: I had a huge problem with grid snapping in Unity, using this pack. Not all sprites lined up, I eventually found that it was because the sprite sizes did not match up, I had to set all canvas sizes to a divisible of 2 manually, for example,  sprites with canvas sizes 7:11 do not work, they need to be changed to 8:12.

I have also now encountered this... I wonder how that was forgotten?

I might try doing the art myself from the default angler.

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Finally new stuff! Please add some big bosses next!

Hi Pita, I'd love to make a game with all of your assets but there isn't quite enough for a polished game. Do you have plans to release more sometime soon?

Thanks!