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subject038

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A member registered 31 days ago · View creator page →

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I checked, there really was no attack. I just fixed it. Thanks for reporting it.

hello

My game isn't indexed.   https://subject038.itch.io/t1

It's been a few days, and it's not showing up in searches. No one's seeing the devlog, and I've already released one update. Do something, or I'll have to leave your platform.

new update, what was added:

  • Google authentication
  • Solana wallet authentication
  • Leaderboard
  • Loading screen fix
  • Death screen update
  • Enemy damage bug fix
  • Typos
  • Difficulty has been increased slightly (still balancing weapons and enemies)
  • arrow control

 Regarding Google authentication, I encountered a problem where it doesn't work correctly on ITCH, although everything is fine on my server. If anyone has encountered something similar, please let me know. Please play, try it out, and give me feedback. It's very important to me and the development of the project.

just post it here becouse itch don't indexing my game

https://subject038.itch.io/t1

A fast-paced 2D auto-shooter where you fight endless waves of enemies, unlock powerful upgrades, and create broken builds, inspired by Vampire Survivors.

This is early build. The game is in active development. Content, balance, and visuals may change.

Average session: 5–14 minutes

What's in the game now:

  •  4 basic weapons, 4 upgraded weapons, 1 super combo weapon.
  •  2 enemy types, 1 boss type.
  •  1 level.
  •  1 character.

What's planned to be added in the future:

- wreck mechanics. - leaderboard, prizes. - items, artifacts. - shop. - story/plot. - lots of weapons, enemies, and levels.

Feedback is highly appreciated — it helps shape the game (difficulty, weapon balance,performance, any you want).

Thank you so much for taking the time to write such detailed feedback — I really appreciate it.

I’m really glad you enjoyed the core loop, music, and overall feel. 

About the early difficulty: you’re actually touching on something I’ve been experimenting with a lot. Earlier versions of the game had a noticeably harder opening and a more chaotic early game, but after a lot of testing I decided to step back from very hardcore starts — at least for the first level — to avoid overwhelming new players too quickly.

That said, I completely agree with your point that the perceived difficulty and sense of pressure early on could be much stronger. The feedback about movement speed and imperceptible upgrades is especially helpful — if an upgrade doesn’t feel impactful, it’s failing its job.

Enemy variety, earlier meaningful choices, and better early pressure are all things I want to push further, and your suggestion about punishing weak early builds fits very well with the direction I’m aiming for long-term.

Thanks as well for the smaller notes (visible enemy spawns, typos, arrow key) — those are great catches and easy improvements.

Thanks again for the thoughtful feedback. This kind of input is incredibly valuable at this stage, and I’d love to hear your thoughts again after future updates.