Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Supremaciu

22
Posts
2
Followers
1
Following
A member registered Jun 04, 2019

Creator of

Recent community posts

Very clever! Unfortunately the countdown barely comes into play, but the game is a lot of fun, having to survive and only attacking on a rhythm is challenging but engaging!

It was fun! The music was really good too, very fitting. The slow motion effect when killing opponents and to dodge the bullets made this feel a lot more enjoyable! Also the fact that the bullets have no distance limit allowed for very clever positioning to be rewarded!

Creative concept! It was a fun play!

The game was very enjoyable! The art and music were fantastic, the fact that the music was synced with the countdown was surprising!
My main gripe is something that other people have shared, which is that the countdown, while neat in concept, was useless in practice, since enemies would be able to get to you from any place in the room because the countdown was too generous.

Also, I think that damage could be better telegraphed. For instance one would think that an area marked in more intense red would be more powerful and deal more damage, but the diagonal attack, even if marked in a dimmer tone, was always stronger.

As for balancing, I think that enemies should scale between floors rather than between rooms. Yes, this would incentivize players to stay in a floor for as long as possible to grind for upgrades, but that can be mended through other means, such as scaling the power between floors relative to the number of upgrades received, so the sooner I move to the next floor, the less powerful that floor will be. The reason why I suggest scaling between floors is because I, as a player, like to  get a feel of how well I fare against enemies, and testing against an enemy group but then have the next be more powerful kind of breaks that feeling of discovery. 

Anyway, just a suggestion, take it or leave it.

The game was a lot of fun!!


The game was a lot of fun, with playful music and art. The upgrades made it very likeable, although I missed being able to tell when I would receive the next upgrade. Also, I feel like "Puppy Eyes" was the best upgrade, not only because it made the taxi way easier to handle with lower speed, but also because it felt like the upgrade with most immediate payoff, which is something that I missed with the others (with some exceptions, like the one that gave you $10 every 3 seconds, that one was very noticeable too).

Very original and surprisingly entertaining concept!! I believe that the time to click is very generous, in a positive sense, it feels very rewarding. The art choice is magnificent, and it works wonders with the music!

The rogue-like structure was nice! The game was very well balanced overall too, making it a lot of fun to play.

The game is fun, with nice rogue-like concept.

However, it is a shame that the game is too difficult. I have seen that there are more areas aside from the desert, such as the mines and the snow area to the north, but in my best run I accumulated 5 gold, and the cheapest upgrade is 50 gold. I am not saying that the game is impossible, but the difficulty needs a bit of tuning, and it is a shame that the difficulty prevents players from exploring more of the game

A nice little experience. A creative twist on the classic 204

While barely a game, it was very enjoyable. The voice acting was amazing, and the number of twists was certainly unexpected. Thank you very much for providing us this content!

This game was a blast! Very creative with the puzzles and mechanics, combined with a charming music and pixel art

The game is brilliant! I won with 11 spare steps!!


The count down comes into play fantastically! It took me a few attempts to see how to solve the puzzle, but I wouldn't say it is too difficult. The art and music are really good too, very cute and fun!

The game is a lot of fun, essentially being a rogue-like souls-like minigame.

However, the countdown mechanic feels very shoehorned into the gameplay, the countdown for HP does not work well for a souls-like game, where normally players are rewarded for waiting for openings.

That aside, the game feels very complete, with tons of ways to choose how to play and how to spend the money.

The only elements that could be improved gameplay-wise are technical, such as including an in-game explanation of controls and enabling better gamepad inputs; for instance, I needed to use the mouse to spend coins, as I couldn't figure how to do it with the gamepad.

It was a lot of fun!

Befitting of its name, this game is very frustrating and difficult, albeit very fun. 

The movement is extremely fluid and responsive, the game is a lot of fun and it never feels like a level is impossible, which makes you want to try until you win. With that said, I have only finished the tutorial and started the countdown of the first level.

If you would like to make other games like this one, or simply extend this one, I believe that they should be made easier. When I try to balance a game's difficulty, I try to think of how many times I expect the player to "mess up" versus the amount of times that I allow them to "mess up". In this game, you have only one chance, making it very trial-and-error. An easy way to balance this out is simply by giving the player tools to "mess up" and be unharmed, such as HP points. However, if you'd like to keep the 1HP trait, I sugges that you give players the means to "scout ahead" (for example, move the camera slightly) and make enemies attack less often.

This was a very nice experience, and I hope I revisit it some time soon to complete something that is not the tutorial.