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savagehill

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A member registered Jan 29, 2015 · View creator page →

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Don't have any math analysis but here are the two impressions from my first two runs:

Run1: chose minigun, clicked around but never found anything to do with gold other than raw upgrade.  clicked lots of circles, nothing happened. clicked squares of what appear to be other weapon bays, nothing happened.  sometimes a choice popped up about how to improve my minigun but i never knew why.  lost to the first large purple square i saw


Run2: found the chest thing i'm supposed to be spending my money on (i think), and got a stack of three weapons to split upgrades across.  used the penality-timer things this run, but not as much as i could have.  lasted to like 7:20 but then routine enemies suddenly started to overwhelm my weapons and i wasn't sure why.  but i felt  like i had a better overall idea of the economy.  maybe my mistake was that i stopped paying attention to the penalty-reward thing.  overall feeling of losing was "oh i guess i've lost" out of nowhere without any sense of it approaching.  but i'm not expert in this genre.

Enjoyable game! The split pairs were interesting, and it was fun to try to balance immediate impact against setting up an engine.

Got some crazy stuff going vs the bot, my jester with an axe was devastating, but the next time I tried something really over the top I got king-with-an-axed back to an empty board. Then I had a run off sooo many coins (with one mirror).  Still almost managed to win by eventually building an engine that let me draw cards into "when you draw, you can play an extra pair."  But I had sacced my only win con and the bot beat me with the 7 allies victory.

The big swings are fun, and your choices echo forward to give a feeling of weight to decisions.

Is there a way to restart a new game other than refreshing the page?  Would probably have done "one more game" an extra time or two if there was.

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Cool art style and movement system!  Really caught my eye when I saw the animated gif on your devpod site so I tracked it down (wonder why there's not a link here from that gif tho).  Appreciated that you made something web-playable because it was easy to jump in and give it a shot.  Must have been fun to work on this!

Jumping around at obscene heights and multi-dashing to land on various platforms while dealing out destruction is a really fun-sounding concept.  I can IMAGINE this game as an awesome flow-state robot-smashing adrenaline-fest.

So there's a lot of cool raw pieces here, but they didn't quite come together to force me into that awesome fun I can imagine.  Enemies are a bit too easy to game, their lasers don't seem to actually hit me, and there's kind of a tension between the movement sysetm wanting me to fly around as a whirlwind of destruction, but the 6-shot tankiness of the enemies wanting me to stand still and methodically work them down.

You got enough done here that I had some fun banging around and could really imagine that awesome experience it could grow into.  Nice project!


Edit: wow just saw the short devtime on this, impressive amount done!

Nice game!  Love the art style.  Had to read the tutorial to really understand the scoring, but after that I got 108.  Very intuitive control-wise, easily self-discovered the mousewheel, and the "adjacent-only" placement rule.  Nice "push your luck" feeling emerges toward the end, when you have to decide whether to settle or wait for an even better piece.  Great job, lots to like here!

Cool concept and a nice vibe, but when I gave it a try I struggled very badly with how dark the game is.  It doesn't look like in your gifs for me -- I see the game, but anything more than a couple of feet away is engulfed in near-black shadows.  With the deathpits around, this results in me walking verrrrry slowly and staring at the ground, rather than chainswinging around like I know I ought to.  Here is a screenshot: https://imgur.com/0e5PKYu

Cool concept though!  If I could perceive the world I would have spent more time with it.

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Hey!  Don't know if you're still working on this one - I just gave it a try because it looks pretty unique and fun.  I ran into an issue though : the mouse sensitivity was incredibly low, I had to frantically swing my mouse 4x across the full pad just to turn 90 degrees.  This made it really hard to give a serious shot, and I didn't see any way of adjusting it.  Sorry!  I did get through the first two levels by walk-aiming, and I dug the vibe though, the weapons feel nice, the music is sweet, and the flow looks great in your gifs even if I didn't get to try it.  My wrist hurts now though so I gotta put it down.

If there is a way to adjust the sens and I missed it, let me know.  Either way, good luck w your projects!

Very nice exploration of a novel concept, in a tight little package -- just what I like in a jam.  High score was 13 but I know a lot more is possible.  If I could add one feature, it would be a sound effect or other indication of a successful kill.  I think that would make it very satisfying!

Thanks Edwin! I have implemented your suggestion to have the roll end in an attack. You were right, it opens the game up and makes it more fun! A new version with just that change is available now.