WAIT, I just checked your profile. You're the helium guy. We made similar games last year, too. That's crazy
ScottTheDev
Creator of
Recent community posts
Very cool game. I enjoyed trying to find a balance between repairing rails, killing goblins, destroying dynamite and buying upgrades. It has a solid gameplay loop. I did find it pretty much impossible to aim and use the shotgun correctly, so it just wasn't worth using. Other than that, though, good job!!
This is such a great game. Its a fun and easy to understand mechanic that creates a lot of strategy. I loved the random events too. And trading stuff to make more money was very satisfying. Would love to see even more of the story. I definitely agree the donkey was too good to only appear once. Well done!!
This was a really interesting concept. I managed to figure out the time in the red door and get to the blue door. I figured the arrows were pointing to numbers on a clock? But I wasn't sure which ones the diagonal ones were. I tried a few combinations for the password but couldn't get it. These were some clever puzzles to start with though and I really like the idea of it. Good job!
I've never seen the timeloop-clone mechanic be used for a survival game before. Really fun to try and automate everything as efficiently as possible. I can imagine that getting very hard to do at a larger scale (but very satisfying). Would love to see how more mechanics could get introduced as something like this progresses. Great job!
Tron X Splatoon is a great combination I never thought I'd see. The racing visuals for the menus and closeups when you finish were really cool. Amazing job coding a CPU in just a small timeframe too. They weren't much of a challenge to beat but I could see they had actual strategy going on which is impressive. The controls were pretty good too and felt responsive which is important when trying to make exact strategical turns. Great job!
Thank you so much for the feedback! As someone who doesn't play many puzzle games, I put a lot of focus on not overwhelming the player with information, especially given the unusual concept to get used to. Improving the plugging interaction would be a great idea. Especially since it's 90% of what you're doing.
Also, not sure what you mean. This clearly works; the game proves it.














