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A member registered Sep 06, 2024 · View creator page →

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Lots of helpful feedback from the video, thank you so much! 

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The game is still a prototype, so not fully done, but the main idea behind the game is that everytime you play a match, even if you lose, you gain resources based on the score, and use them in your "Camp" (work in progress) to unlock more stuff that helps, bit by bit, your goblins. That would be the meta progress for this roguelite project. 


Also, more perks and new goblins will make the game even easier: right now the skill tree is not complete and there are just a few goblins. I've designed a few that stun and tank the human soldiers, but aren't in the game yet (they help a lot). Sorry if the game is still a bit unfair! 

I'm making the game overall much easier in the next update, especially the early game so players have some time to learn the basics, by reworking the difficulty/scaling system. Also yeah I forgot to update the goblin hut's tooltip x_x Thanks for playing!

Yea I need to redo the balancing since it's clearly off :p Thanks!

You get gold, perk points and goblins with each victory, and buildings give more resources as well. You should be able to get stronger than enemies rather quickly unless you go for the safehouses from the very beginning (they are meant to be hard)

Thank you so much!


This project fuses incremental, autobattler, and roguelike mechanics. 

Command a physics-based goblin horde, build your base, and cast spells to conquer the land. The full Stage 1 campaign is playable for free right now in your browser.

Play here!




Yeah the objective is kind of rushed right now: it's to survive the 500 enemies once you approach the "drift point" (aka teleporter) but that's only because I couldn't make a stage boss in time during the jam. Thanks a lot for the feedback <3

Thanks so much~ 

Ye ahah the 500 enemies is quite too much, I wanted to do 3x stages but I ran out of time and had to close the project before the deadline.

I agree, the current version was quickly designed and developed during a 72 hours jam so it does have its flaws. I'm working on a newer version with much more player agency to make the game more engaging and less about pure luck.

Graphics are cool and I like the parallax a lot, however there's no gameplay almost 

Yea the paladin's attack is a bit off, ideally I should fix its spiral logic. Some asset come my own library (such as the paladin), while some other asset (such as the UI, rats, icons) was made in the last day. Some stuff is a bit whacky but I've drew almost everything in 32x32 so it should feel alright. 

Thanks a lot for playing!

Thanks so much!

Thanks! Ahah yea the balance is a bit whacky at the moment: I playtested a lot but fine tuning balance takes a lot of time.

Nice concept and pretty fun, some visual effects for the hits would really help imo

Nice concept and pretty fun, some visual effects for the hits would really help imo

This was so fun, very enjoyable gameplay.

Amazing use of the limitation imho, and very fun game. The game title art is so good

I dig the art style and the main shader (I believe it's a CRT effect), however it makes reading the small text in the Resource Log a bit hard. Nice game!

Thanks so much! Glad you enjoyed the art style <3

Absolutely! I've thought of a few extra stage variants like a merchant area. UI could get some features like the enemy health bars, and I was thinking of showing the trinkets/treasures as well. 
Thanks for the feedback!

Thanks so much, I reworked around the limitation a couple of times hopefully to achieve a good result with it

Thank you for playing! Ahah I enjoy those rats as well

Oops! You're correct I should fix that behavior within the keybind remapping, thanks

Thank you  for the feedback! Some stuff is spot on such as giving chests more outline, some other stuff is already there such as the upgrades being selectable with keybinds (1,2 and 3 as shown by the UI buttons).

Thanks for playing and for the feedback!

I tried my best to have an accessible UI, such as having hover panels and tooltips to pretty much everything, and the "HELP" button as well. 

Played for a while, got to 3-2 I believe: very fun game! Feels very polished as well.

A few notes from my gameplay:

  • the enemies I've encountered were rather weak except the stealthy guys, game felt a bit too easy but that might be just me;
  • the crystals/gems are a lot of fun: the fire wave, bear trap and poisonous spit felt very strong, however the melee ones were either too basic or kinda weak;
  • I had ???? characters in my character's info, like its HP, EXP etc, got a screenshot;

What changed since last demo day:

  • 3 new playable characters: Fallen Paladin which is similar to Diablo 2's paladin, No'Kra which is a melee warrior-type character with a rage system and the Void Hermit which is a gunner-type character;
  • Many new mutations (power-ups): there are currently 20 unique mutations in the game;
  • Game flow: each stage (biome) has an unique boss, and there are currently 4 levels total (1-1, 1-2, 1-3 and 3-1 which is the Desert, where the demo ends with an unkillable boss-fight);
  • Music: each stage has an unique soundtrack;
  • Much better effect when the player gets hits by damage;
  • Video settings: fullscreen, screen-shake, FPS counter;
  • A "death-recap" UI when the player dies, kinda WIP but there's something;
  • Many fixes and improvements;

Thank you so much! 

You 're correct, I have been reworking the UIs lately and been fixing some behaviors, such as the ESC keybind.

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thanks for the feedback, yea I submitted very late this time.

I agree the UI feels cluttered at the moment, I need to slim it down, and fix the enemies getting stuck as well.

regarding the last point, it's honestly my first game ever so I'm simply focussing on making a game I enjoy playing (and making) instead of creating the next big hit.

awesome game. it can be a bit overwhelming a first but the tutorials help a lot, especially those who haven't played card games in a while like me. love the music as well

Ty a lot! I need to start working on the SFX, player's damage feedback could be better

Yea there isn't much content yet

Thx a lot! There's a collision bug in the demo build which causes some hitbox jank, and the mages' circle projectile is pretty hard to see yea (and maybe too fast). 

Ty! yep I'll add the 1,2,3 keys to choose among the upgrades