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sicave

1,084
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A member registered Aug 11, 2020 · View creator page →

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Pretty fun! Pretty hectic! Perfectly fine and fun game, however sometimes random damage is applied with no apparent source (random Iglight damage, 34 damage while pressing down in the air for some reason?)

yes.

I was excited to play but then the rate of the game slowed down on the first level, presumably because of lag.

the tablet can't be opened, trying to hover over the option to turn it on switches back to leaving it alone

Got an error saying that a content folder was missing?

1-The new graphics seem a lot better, though do suffer from business because of the backgrounds.
2-The problem wasn't that the player didn't understand rotation and perspective, it's that they weren't used in the puzzles, and the interactable cubes, like I said, were actually unfun to play with because of unsynergetic they felt with the rest of the gameplay.
The enemies sometimes did, but most times didn't feel like an actual construction to puzzle, times when you would need to maneuver a laser to kill one were enjoyable, but otherwise they acted more as stumbling blocks in the middle of the actual puzzle.
3-Again the takeaway from my points was the opposite, there needs to be less interactables and more utilization of the other mechanics, especially the movement.
You could actually replace the boss with a logic puzzle to figure out the combination to some weapon that damages the boss, or simply be to push some lasers and bombs towards it, but simple bland pushable blocks aren't that fun.

I can't seem to click any buttons on the menu

Ohhh, lmao, I just didn't think there was saving.

Oh and, the game isn't bad, like I said, it's very good but the spelunking is just an unenjoyable core aspect of it.

Incredibly interesting concept, 4 directional perspective mixed with tiled movement, the style is cute and attractive though inconsistent.
While the gameplay is intriguing and seems like it'd be fun for both the level designer and the gameplay, it seems to be underutilized, while the least fun mechanics: Enemies, Interactables, Dashing, are overutilized.

I think the issue is because the game and level designer(s) built up too many mechanics both for each level and for the game's core mechanic, there is little utilization of the rotating player or with the directional perspective, while a lot of emphasis is put on the, often times, frustrating or underthought enemy design.

This is especially apparent with the boss fight, a simply patrolling boss fight mixed with some toggle buttons, that's it.
Overall, the game could definitely be better if it were to take its time with each of its mechanics and use them to its advantage.

This game is very promising, and at first, when exploring, fun and exciting, but once you start spelunking is when the game starts becoming confusing and frustrating.
There isn't really a maintainable sense of direction, it's difficult to tell hazards from background, it's difficult to tell where each room's "door" is, the rooms are way too restrictive to the movement and the bugs don't really add anything to the gameplay.

I think it's generally kind of bad in a game like this to have only one way to make money (from what I could tell you can't sell teas or herbs anywhere), but it's especially bad if the only way to get money is to get confused and try to map out a cave system.
Which is compounded by not having a save system (from what I could tell), the ability to get stuck, and a good on its own, but terrible in repetition soundtrack.
I unfortunately gave up after finding all my progress was reset after getting stuck between a plank and the diamonds I was trying to bridge over.

This did give me a laugh though, don't name your crystals like this.


To be clear, I loved this game and found its style interesting, and I initially thought I was going to give a lot of high praise, but the spelunking was a halt to momentum and enjoyment.

Has a very attractive, cute style mixed with a somewhat unique central mechanic, and despite the tiny bit aggravating and frustrating level design and movement, is recommendable and enjoyable if you can get into its groove.

Neat concept with a good artstyle, but the disc is a tad frustrating to use.

Neat, gets chuggy later on, you kinda have only one attacking unit and one working unit which means you get quantity rather than quality.

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incredibly difficult to understand. also can't move more than two tiles at a time for some reason.

Demon girl is overpowered, the AI is somewhat stupid, and the effects and performance is clunky.
Otherwise, the gameplay is perfectly okay.

I see, I was able to finish the game, it was good.

neat, disappointingly just turned into doom early on, not that I mind playing doom.

about 13-15 FPS on a AMD radeon R6, while it is weak, it's run much more demanding things than this.

Neat hypercasual mix of old arcade shooters, though the terrain and missiles have an outsized threat than any of the other obstacles, which is mostly solved by getting used to the controls, optimization is especially important here because the (low) FPS affects the quality and time for player judgement.

I really liked the game concept but the update rate issue was also with me, hope a download comes soon.

cute, great.

resolution settings?

god i liked this plot i just wish the answers werent just given up

a really great concept crossing minesweeper (bombs and numbers? cmon now) and battleship into a stress game, I really liked the flow of cross checking all the sonars to find one, though the two circular sonars were most useful, the row and column ones should be 'up' (down) graded to 3 columns.

Ultimately what got me was getting shot while restarting which...what was I supposed to do exactly? Is there a way to predict when shots happen? Do you just have to luck it out?

I think removing the automatic S To Get To Console action is less disorientating and including signs for which sonar does which shape would be good for onboarding.

Ultimately I loved this, but the real big flaw was just not being able to fit any store upgrades in the game in time, you don't vertically upgrade in face of bigger enemies.

Done.

neat concept!

Does not seem to proceed beyond the intro without using a controller. FYI controller needed

Cool concept with great gameplay, it's good you prototyped this, I think it really only is the assets.
Gameplay wise, only just the threshold buffs are a bit underwhelming, the only useful ones are the damage boost, the sword speed and the storm, and all the others are just eh.

Unfortunate, the game until this point had been very cute but I don't think I could navigate with an error like this.

Hard to follow.

It's fun but kind of difficult to keep track of the beat

this game made me ill

which renderer did you use?

Fun! I wish I knew how to pan the camera, but very fun and silly team deammatch strategy game.

dont know why but the scene is low fps

the exe, gives can't load, need PCK error, it's possible godot finds the pck on its own, but it can't run with the current download

Neat! Weirdly enough I think i recognize this game from like, 2023? fun gameplay loop.

Can we get a download?

I like this! the snow/static overlay really scared me and was an amazing way to put pressure, 'n I like the plant variety but I think the pace of the game should be adjustable as to whether someone wants this as a passive application or as a regular game since the pace right now is neither.