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Sprixle Studio

71
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11
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10
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A member registered Jun 24, 2024 · View creator page →

Creator of

Recent community posts

perfection to me. I like that new things are added regularly! Very relaxing. no time pressure is also delightful.

Would be cool to have a place to store packages not just on the desk (maybe you unlock later already idk :D)

Keep up the great work!!

-Alex

Great pixel art and satisfying clicker! well done

-Alex

seems fun! I like the visuals.

Only suggestion is to speed up all the transition animations, I wanna get into the next run faster!

-Alex

Truly satisfying and delightful, will definitely be buying this one!

-Alex

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holy… I can’t even with how good the visuals, graphics (and interestingly lack of explanation) are. This is unapologetically unique and I’m obsessed.

Incredibly inspiring work.

-Alex

fantastic, very polished, extremely good use of simple visuals and animation. One of the best refreshing tower defenses I’ve played in a while, it doesn’t break a lot of new ground but it does it very thoughtfully and broke the hell out of old ground! Keep it up!

Suggestions!

mergers and splitters could retain connections when moved. make it easier to re-organize without losing things.

maybe this exists later but eventually research is sort of cumbersome, it’d be cool if any resource you put in the researcher automatically researches towards whatever that resource can go into. so you can just blindly pump relevant resources into the researcher.

Really great work, so simple yet so engaging.

Congrats on #2 y’all going to continue towards a full release?

Love this genre as I had mentioned xD congrats on #4 team! well done.

Congrats on the win well deserved, love the crafting elements in your game. One of our team members wanted to go this direction and it’s really cool to see it pulled off so well :)

Congrats on top 3!!

Thanks so much! We love it when people notice those smaller details. We’ve had several people express a preference for the swan, and others say it needs to be nerfed (which maybe means they’re saying the same thing).

-Erica

There’s definitely bigger things to polish (like hitboxes and a tutorial that clarifies what puppets have heavy attacks and don’t) as well as smaller “quality of life” things (like volume control and optimization for all browsers). Thanks for letting us know what your experience was like. We definitely want to continue to improve the gam after the jam is done.

-Erica

Thank you for such a thoughtful comment! I admit we have also been keeping the tab open and just playing it on repeat…

-Erica

Thank you!!

“nostalgic about a memory I’ve never had” is the compliment we didn’t know we needed, and we’re super energized by the sentiment. Thank you so much!

-Erica

These kind of anecdotes will help us make Maxwell, Glen, and Ellory better and better in future versions, so thanks for taking the time to tell us about your experience. And thank you for playing!

-Erica

Keeping the tab open to hear the main theme is the ultimate compliment, thank you so much! And for all the other kind words, we appreciate it a lot.

-Erica

Thank you! We’ve had the theme stuck in our heads for weeks, nice to hear the earworm is spreading.

Thank you for playing! I appreciate the feedback on the filter system. We thought it was a cute idea, but we agree definitely needs some refinement. Hope you had fun!

We’ve had a lot of really good feedback around how to make the combat clearer, so thanks for sharing yours as well. We’re eager to make the game as good as it can be.

-Erica

Thanks so much for the comment and for playing! Happy that the puppet combo mechanic resonated with you.

-Erica

Thank you! We’re looking forward to polishing once the game jam is over.

Thanks for the comment, and glad you were able to play. We’d like non-fighting-game players to be able to enjoy Shadow Boxer, so knowing what you think about the animation and clarity around attacks is helpful :)

-Erica

There’s definitely a lot more we can do to indicate a hit has landed, and we’re excited to figure that out and playtest. Thank you for the comment and for playing!

-Erica

Thank you – so are we! :)

We love hearing Glen, Ellory and Maxwell talked about like they’re tried and true game characters, even if it’s to throw some OP shade. Definitely want to hear how people are playing, that kind of input is really helpful. Glad you liked it!

-Erica

Thanks for the kind words! The story behind the game was really important to us, happy to hear it resonated with you.

-Erica

Thank you! We definitely want to get it on Steam, hopefully soon.

We’re collecting everyone’s feedback on each puppet and will work to true everything up in future versions, so appreciate your swan nerf suggestion.

-Erica

Thanks for giving our game a play! Appreciate it a lot.

Awesome, so glad you enjoyed it! We definitely plan on revamping the gameplay based on the feedback we’ve received so far. Believe it or not, it used to be much slower than it currently is! :D

-Frank

Thanks for your feedback and for playing! We’re definitely really excited to tune hitboxes and movement while we playtest and balance on the path to stream release :)

-Alex

Finally got to sit down for a proper playthrough. I think the first time I never realized how you move faster in the direction you’re facing xD

Genuinely super fun, well balanced (up till you get that broken build point, which I always enjoy) smooooth performance, seriously well done.

I think you could have max level for powerups and then have synergies at the top so getting the broken build feels slightly harder but just as insane and rewarding. Lean into your amazing performance and make that the spotlight by doing crazy vampire survivors stuff!

-Alex (Coderah)

:D we really bit off a lot! Thank you so much for playing and the kind words :)

-Alex

So incredibly polished! I felt like there was probably depth I was missing, really impressed by the art, the transitions, the vibe! Great Job!

Really appreciated the pouring mechanic I think it differentiates from a lot of the “bartender” games in the jam. That combined with visual cues was really cool. I felt like I wanted to take notes before I went to the bar lol.

Definitely had a pretty repetitive game once, maybe randomization could use a log to pull from and ensure a little more variety.

-Alex

Agree on the hitboxes; we’ve been getting a lot of good suggestions on how to make the combat more intuitive, and that includes tuning those up. (Also, make it so you can’t get stuck on top of your opponent). Thank you for the feedback, the kind words, and for playing!

-Erica

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Thank you for playing and for the suggestion! If/when we add more characters and puppets, we’ll definitely need to be smart about it, so the reskin approach is interesting.

-Erica

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Ha – appreciate your saying this! Though maybe the one thing harder than drawing hands is drawing feet. Perhaps we’ll save that for the sequel :)

-Erica

I know the feeling hahaha

-Alex