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starbridgesoft

24
Posts
6
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A member registered Apr 01, 2019 · View creator page →

Creator of

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Very fun, loved it. The only minor feedback I have is about conveyance about how each target is scored. Having individual levels dedicated to each type in isolation to show how  they score would help convey value. Of course the quick pace and ability to restart teaches the player just as well, but I could see if this was expanded beyond the scope of 72 hours, certain levels where the score must be more than X but less than Y, and having a deeper understanding of each would be valuable in that case. Mostly me surmising and brainstorming, but hopefully food for thought. Great work

Great game, good interpretation of the theme. I really like the idea of this setting, there are a lot of great directions to take it.

This was so fun. The only issue was that the hit boxes on the items were sometimes very small like the wreath and the socks, so getting them clicked was difficult. Loved it, great work

Love the idea and RPGs are my favorite. Definitely keep at it, RPGs are a lot of work but so much fun.

Interesting concept, I liked the idea. It needed more sound effects to make things feel more impactful.

Clicker games are so addicting, very fun!

Very fun and tense. Small sound effects when putting in the keys on the keypad and picking up items like the key card would make the actions feel more impactful.

This was fun, I really like age of sail style games. The only thing I would have added was a cannonball travel ghost indicator along the trajectory line for the movement levels. It was sometimes hard to gauge how fast the cannonball would travel based on the perspective angle.

Awesome game, very cool implementation, some of the rolls were gnarly. I think to increase tension, the only thing needed would be a list of previous actions to get a sense of battle. e.g:

Rat hit for 2 damage!

Snake crushed for 4 damage!

Guard hit for 10 damage!!!

in a box somewhere on the side. This would greatly increase tension and give a sense of strength to each opponent.

I really like this idea. The only problem was that over the course of 5 runs, 80% of my letters were vowels. I think this should be developed further it has a lot of potential. 


And if you'd like to hear my naive approach on how to prevent unsolvable battles: implement something like a sudoku board generator and solver. Create a 2d matrix of words that can be interlinked and then use that as a bucket of letters to draw from and give the player a randomize button, which will reset the matrix and redraw new letters from that bucket.

Very fun idea, and very well done! My only feedback would be to add short sound effects for jumping and landing, and maybe a little sprite shake or screen shake when doing a physical action like the couch or the vase/painting/mug.

Very fun, the level design was interesting. A few suggestions: 1. telegraph incoming pitfalls, if the player has an idea that something is coming it becomes their fault rather than something unavoidable. 2. add swing noise when missing, hitting, and maybe either some screen shake or sprite shake to make the combat feel more impactful.

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I turned on Touhou Night of Nights and got through hard difficulty. ;) 


Very fun bullet hell. Expanding on the game where it's a cross between Magicka and Vampire Survivors where the QTEs charge the attacks would be neat.

Simple and fun

Shop games are instant neuron activation for me. This reminded me of the first version of lemonade tycoon, where you had to figure out the right mix to keep people coming back. Very fun idea.

Cozy in its own way, very fun.

Loved the movement and premise. The cutscene was a great way to start.

We all know who the real villain is in these kinds of situations, it's the court jester. 

I like the idea and the art, very cool.

I liked it, very fun. It needs a few more sound effects and some particle/light effects on the tasks, maybe some animation by the villains to give it a little more punch.

Very fun. The only thing I tripped up on was that the timer at the bottom was too translucent and I didn't realize was there until the very end of the run. Without it, it's an oddly cozy chainsaw game.

Very cool idea, took a while to get the hang of it though

More levels and features will be created during the Solo Dev Marathon starting soon. I'll post more information on my social media here:

https://x.com/starbridgesoft

https://www.reddit.com/user/starbridgesoft/

https://www.youtube.com/@Starbridgesoft

This will be continued in the Solo Dev Marathon Jam, stay tuned!