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Snowfrog

64
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10
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9
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A member registered Jan 26, 2019 · View creator page →

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Loved the music and the vibe. Blackjack with a light element of roguelite is a fun idea. Add a metaprogression on top and some polishing and you’ve got a decent game. Cheers!

I think it has potential. You could make some interesting puzzles with that mechanic. Try fleshing out the prototype a little and get more feedback.

Thanks for playing and for the compliments. Anything at all you found annoying, frustrating or otherwise took away from your experience?

Good job. Cool mechanics. I like the idea of having a limited set of rails that you can reuse once the train has passed over them.

Very interesting concept. I like how the walker is designed. It took me a while to figure out that I was actually collecting wood and stone. At the beginning of the game you have wood in the “inventory” at the bottom of the screen. As I was chopping wood, I didn’t see logs appear in that same place. I eventually figured out that you have to press tab to view the other inventory. So that was a bit confusing for me.

Also, the game took a long time to load for me and the loader was stuck at the same spot for a long time, I almost gave up. There might be some optimizing you could do to improve this.

Good job on releasing this game.

Good job on your game! Simple, but well executed idea. One addition that would have made the game more fun for me is a preview of the next element. Cheers!

Congrats on making a game! Fun maze. I just couldn’t find the exit. I think I scored something like 38. At one point I got the feeling that I got all the chest and opened all the wooden doors.

The wooden door and magic mechanic, as it stands, doesn’t add much to the game and I think that is because there is no consequence to choosing wrong. Something to think about.

Cheers!

Thanks for the kind words. I’ll make sure to check it out.

I liked the aesthetics. Simple color palette, saturated colors, the fading tail… nice. Two things that I thought were a bit annoying: 1) enemies sometimes spawning very close to where you are, 2) yellow dots basically spawning on top of you.

Congrats on making a game and submitting it in time. Cheers!

Hey! Thanks for playing and for your feedback. I agree with you. I ran out of time to properly balance several aspects of the game, the meta-upgrades are one of them. I’m collecting feedback during the rating period and if the feedback is good enough I might continue working on the game, so stay tuned. Cheers!

Congrats on your submission. Interesting ideas. I thought you did particularly well with the enemies and their behaviors. Controlling the ship and the tethered core didn’t feel as good as it could. A bit too slugish for my taste. Cheers!

Good job on making a complete game. I finished the game. The mechanic is simple, but fun. The puzzles were a little easy though. Also, there is something weird with how you drage the lines. They would often reset halfway and that was a little annoying. But not bad at all overall. Cheers!

The game crashed when I clicked on the first tile.

This game’s got potential. I like top down shooters like this and the energy management was a fun addition. Some sound effects would have been nice, especially when shooting.

Interesting concept. The controls are a bit hard with keyboard. It would be better suited to a gamepad controller or mouse I think.

Simple, but pleasant, mechanic. The addition of the bomb is what makes it interesting. Some kind of audio queue when the bomb is being activated would be nice.

Good job implementing a dialog and quest system. Too bad you didn’t have time to make full use of them. I’m proud to say I delivered my 10 invitations. Took me a long time to find the 10th person to give it to, which was the very same person that gave me the quest to begin with, LOL.

I love the background mountain ranges. And the spastic clouds are hilarious.

It looks like you just ran out of time to push this concept further but it had potential. I also made a survivor-like with enemies being connected, a bit like you. Cheers!

There is something there. The mechanic has potential. But as it is right now, it’s possible to just not touch anything and let the spaceship coast to the finish line without any danger. But even though it’s very raw, I found myself playing around with the tethering mechanic for longer than I expected. It might be worth pushing this idea a little further.

Congrats on your submission. For art, sound and music I thought the game did pretty well. It falls short on gameplay and mechanics, and has some pretty important bugs, but I think you probably know that.

All good ideas. I’ll probably experiment with those. Thanks.

Thanks so much for playing and the feedback. Really appreciated. Agree with you about the enemies.

Thanks so much for playing. And thanks for the feedback. You’re not the only one that didn’t immediately realize that the game has auto-attacking. I’ll have to make it more obvious. Open to ideas on how to communicate this better if you have any.

Thanks for playing and the feedback. Agreed about the Hub. I also need to make it more obvious that the grey stone tablet is an interactive object. Cheers!

Game looks interesting but I can’t get pass the beginning of the tutorial. I plug the pulse into the move node then loop back the “move completed” to the input of the move node. Then I click the pulse. Then the screen shifts but nothing seems to happen, nothing moves on screen and I can’t do anything. Could it be a resolution problem, or something else?

Hey, thanks for playing and for the great feedback. You’re absolutely right. The game, including upgrades and abilities is in need of balancing improvements.

Good feedback on the towers. I had a feeling it wasn’t super obvious what their effect was and you’re confirming that. Here’s how they work:

They create a web of connection with nearby enemies. On a timer, it sends a burst of energy out to connected enemies that buffs them (HP mainly) for a limited duration. You’ll see their color change during that time.

Open to ideas on better ways to communicate that to the player.

Thanks for giving it a try. Your feedback is noted. I’ve had enough people tell me about it that I’m inclined to do something about it. Really appreciated.

LOL, don’t worry, you’re not the only one. Failure on my part to make this more obvious. It’s a common thing with the survivors-like genre. Steam comment sections for those game are filled with this exact same feedback.

Thanks for playing and for the feedback. Have a great one.

Thanks for playing and for the feedback and tip. I will definitely look into it. Cheers!

Thanks for playing and for the feedback. You are correct, there is a hitstop when the sword hits. I added it for impact, but it might be a little too much.

Thanks for playing the game and for the feedback. I don’t disagree with you on the balance. I ran out of time to balance the game and what little time I did spend on balancing I spent on the first 2-3 minutes of the game.

Thanks for the feedback. More useful than you might think. That’s actually not lag you’re experiencing on player attack (atleast I suspect it isn’t), it’s a hitstop effect. I might have to dial it down a bit if I get similar feedback from others.

Thanks for trying it out.

Oh no! I’m sorry about that. I really don’t know what the problem could be. It’s supposed to work with WASD and arrow keys and it’s the first I hear of someone not being able to move. Do you have a gamepad, could you try that instead?

What browser do you use?

Thanks for giving it a try. Very useful feedback. I honestly bit off a little more than I could chew for a 10 day project and because of that the game is not nearly balanced how it should. All you’re feedback is totally valid.

Would you believe this was my first time playing a Sokoban game. And what a perfect introductions to the genre. I really enjoyed playing your little game. What neat little puzzles. A bit of chill, lo-fi music in the background and some more sfx would have made it even better. Cheers!

Fooled ya! There is no attack button.😁 The game auto attacks when enemies are near. Pressing the mouse or gamepad button during gameplay does nothing. You’re not the first to run into this. So this is clearly a failure on my part. As a player, how would you have liked to find out that the game features auto-attacking?

Is it because you were hitting the attack button when the upgrade screen appeared?

Surprisingly addictive. At first I was just letting the coin drops randomly but at some point you have to start making choices. I just wish the game forced you to make choices sooner. I was able to “play” the game for like 5 minutes by just holding the down button before the pile actually got high enoug to be a real threat.

The coins are nice. A bit of music would be a nice addition.

Surprisingly addictive. At first I was just letting the coin drops randomly but at some point you have to start making choices. I just wish the game forced you to make choices sooner. I was able to “play” the game for like 5 minutes by just holding the down button before the pile actually got high enoug to be a real threat.

The coins are nice. A bit of music would be a nice addition.