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sarornhae

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A member registered Apr 06, 2020 · View creator page →

Creator of

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I'm a sucker for clicker and upgrade games, and thought the art and music was great! Took 8 minutes for me before I got to the end screen, surprised it actually cut me off there instead of letting me get all of the other upgrades.

So cute and fun! I love typing and even though I don't have a numpad, I LOVE that you allowed the use of the actual keyboard!! I was challenged by having to use my left hand in this case but that's okay lol Made it to the end. Short and cute. Loved the graphics and would love to see this as a fuller game with upgrade mechanics (as a reason for using the money)!

Great job at making the game! Enjoyed the music selection and simple level up mechanics. I gave up at the chess part because I couldn't figure it out. Where did you get the asset for the snail? Its cute! I didn't always like getting game over from the pop quizzes though, felt like it wasn't entirely earned. But I do like being able to restart right from the room and can try again and learning about snail rules!

I really like the graphics for this! I tried lowering the music at the first but it didn't seem like it changed it. Launching the bot felt good but the collisions didn't seem quite right. Maybe if they bounced around a bit more then it would feel more satisfying. But really enjoy the bot art and the room!!

Really fun! I also made a dice based game so I really enjoyed seeing how you did things with dice and the effects you had. Really felt nice picking things up and placing them. I wanted to use more of the animal dice and make combos but I don't think I was getting good results and didn't feel like I was really making a lot of money.

Thank you and glad you enjoyed it! It's a little embarrassing to admit but I left the enemy having two star die faces (instead of my original 1) so they had higher chances of getting star combos. That explains why every other person trying it gave the same feedback of getting overpowered at times lol

Yeah solo-dev is so hard! And yes I did get that mechanic later on, I think I'm more use to pointing myself in a direction then jumping. Right now I need to move myself INTO the wall, let go of the control completely, then jump. Which is fine for one jump, but when it's multiple jumps then I need to time myself to go into the next wall and release again, and etc. But it did feel pretty good!

Really fun! Not sure how long I played but I got to night 15 and only stopped because I was getting a bit tired. I was going for the "let them come to me" approach and building using grates and shrapnels. At that point I wasn't struggling to get enough money to keep building. I really enjoy the upgrades and constant get-money-buy-defenses loop there! I think it would be even better with further upgrades to yourself or defenses.  Also love the visual effects and music!

This was actually really good! A lot of the platforming felt pretty good, and I really enjoyed the robot graphics and the humour. I loved the 2d mario turning around feeling and the added particles for movement and such. I was very surprised at the wall jump! I kept forgetting that I could sprint lol Finished the game and I can totally see this as a full on game. My suggestion would be to change the dialogue to be at the top of the screen instead the bottom, possibly to balance the screen and make it easier to read. That and that wall jumps only occur when you push in the opposite direction. The wall jump challenges were a bit rough because I wasn't holding my direction the right way. Overall great and I hope you can continue to make this a longer platform game with some type of attack mechanics to face against bosses!

Pretty simple game but not too bad! Got an A rank with 25 seconds left so that's pretty good to me lol I think having varying visuals as I get closer (like different colors) would be nice. I think it would the same difficult/experience the whole time and I just had to keep pushing through to get to the end.

I like how creative some of the mini games were, and you absolutely nailed it with the feeling of despair and overwhelm at some of the games. Also the egg company is terrible and i went into super debt for it. Also it wasn't my fault for being fired from the cake factory!

I like how it fits with the theme, though I wish there was a clear goal to what i was working for. I might have missed it but I wasn't sure what I was working for at that point.

I like the concept! I'm not much of a strategy player so this was a little hard for me lol but I do like how it ties to the theme by being able to set up your stage then starting out on it. Gives me a lot of sense of power by being able to control it and the whole risk vs reward thing.

Thanks for trying it! Hoping to put in more time later on to give it that much needed polish. Especially with a couple of major mechanics not being implemented.

Thank you for trying it out! Definitely didn't make enough time to playtest and balance it out. I actually think  I accidentally left the enemy dice a little too powerful lol

Thank you for trying! And I also agree, didn't really get the time to make a tutorial or anything like that. I was really banking on people catching on how to do it quick lol

Surprisingly fun! Upgrade type games are my thing. I went with a whole "throw mechanic" build and really tried to use the orbs as much as I could. I think there is a thing that its supposed to decay after awhile but I found if I held onto it, it restarted the timer. Not sure if that's intentional, but it allowed me to hold onto the bigger one longer than normal.

Fun little game! Almost missed the actual ending since I looped back to the start and didn't realize where I needed to go. I liked how you implemented the little "bosses" and they all had different behaviors. I also really enjoyed the whole use of light! I know I need to learn how to use lighting and such.

I'm not sure what the orb powers actually did unfortunately but I did think it was cool to get upgrades esp for the attack!

One suggestion would be to keep the torch lights on, but provide only a little light. A portion of the game was really just "memorize where you need to go and walk in the dark" which is a fair challenge to present but it didn't always feel fair. I think what would be better is to leave the torchlights on, but if you take the orb off then they only produce a small amount of light.

Thank you for playing! And yes we spent maybe a little too long to try and get the mechanics flushed out and not enough time setting up the layout. That's actually on me since Akaristar already designed all the puzzles. Hopefully we'll get time to redo things and get more working puzzles out there.

Thank you! And yes those happen sometime (and very rarely so oof). I'm hoping to add in some healing mechanics to help balance things out eventually! And that actually gives me an idea to include a relic (which is a way later implementation) that prevents one hit KO's like that.

Thanks for trying the game! And yes, can't wait to get that mechanic working in the game, already have a lot of ideas in mind for new faces and effects. And yes that's so bad RNG lol and imagine they enemy only has one dice so to get it repeatedly is oof

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Hi Vladimir! Thanks for the feedback, I definitely did feel like some of the block pushing was a bit slow (especially over long distances). Glad you stuck with it! Also believe it or not, Akaristar was watching your stream last night as you were developing your game. Good job working so hard!

Thanks for trying the game! And yes, that's exactly some of the puzzle concepts that we unfortunately didn't get to implement. Monsters won't fall into holes on their own but they can still trigger switches if they walk over it (we didn't have any on ground level). And after you kill then it's pretty safe to jump on them for height!

Hey, thank you so much for playing it and the feedback! And yes, absolutely all of that. I ended up having to rush the UI graphics overhaul because of time limits (I had to stop working on it much earlier than the deadline) so I had to cut a lot of corners.

But yes, the idea is after combat you'll be rewarded with an option of dice faces, and through certain rooms you can get relics (bonus effects like adding a block point per every bonus die added). There was also the idea of having a "smith" room or something where you could combine faces to make stronger versions of themselves! that way if you keep collecting ATK faces, it doesn't just waste space in your inventory.

As for the die mapping, there was planned to be "weight limits" added to the faces. That way you have to make a strategic decision of which faces to add and balance it out. These weight limits would increase per map you finish so by the end the idea was you could have some really powerful dice.

Thanks for the feedback on the UI again, I did realize I never actually identified which side was the player and was side was the enemy. I actually wanted to put in more graphics and have characters in there and such, but oh well. Hoping to continue to develop this further!

This looks really nice!