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sicave

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

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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. 

I really enjoyed the art approach of the game, and the gameplay, while basic, was still fun,  I especially enjoyed the background design.
While I did generally understand the vague direction of the plot, the esoteric dialogue was impenetrable and I couldn't understand concretely what the analogy was (I presume it was about rejection and possibly assault? but I didn't understand partying)

Good to know!
No, I meant the missions accessible after the hub, not the hub level itself.

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Pretty great demo, honestly a very creative fighting system I'm surprised hasn't appeared more! I think the only thing I really have a problem with that isn't expected out of a game this new is the telegraphing, it's a very small window to see where an enemy might hit from.
I also like the plot and I'm invested in it from when the demo ended.

The fact the only problem with the game is balancing is a testament to how well you made it, the mantis and ants are overpowered while the bee is useless

PCK is missing, package or embed it when exporting

Neat! Animations are quite nice.

Game's great! I hope you see success.

ah, maybe could be a slit above the stat board rather than inside.

A frankly very competent and addictive gameplay concept, with a genuinely unique plot concept that unfortunately doesn't get more than expository dialogue to be expressed through, I like this game on all of its creative approaches and I think the designs are very creative for each of the characters (I'm under the assumption the assets are not pre-made by a different human or AI)
I think this game is pretty great, and I was going to invest more time into it but got hit by a hard technical wall: the levels accessible in the hub are very slow, I assume the moving backgrounds are causing most of the lag, possibly because they're video files.
Off of what I've played though, the project is quite interesting and creative but suffers from a language barrier that makes the dialogue stiff.

Oh okay, if N of dice is 10 atk then what does that luck stat do?