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fractalbach

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A member registered Dec 01, 2018 · View creator page →

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You can play the game in your web browser at the Shadertoy website: https://www.shadertoy.com/view/dlGcRR

Couldn't resist making this into a happy face lol

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In response to "had to try some things blindly": I had to do the same at the beginning. However, I personally thought it worked well for progression.  Each time those blind actions were rewarded, I felt like I learned a bit more about the mechanics. It was awesome when it finally "clicked".

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Genuinely fascinating puzzle game! At first I was quite confused about how it worked, and was a tad overwhelmed by all the icons appearing everywhere, but the simplicity of the early levels formed a good tutorial to build up an intuitive understanding of the mechanics (great job on that). The "overwhelmed" feeling quickly dissolved once I had a grasp on what was going on, and then I was hooked.

The last few puzzles were nicely challenging (the very last one was easier but was EPIC), and they made good use of the learning from the earlier puzzles. I think the difficulty curve was perfect (at least it was for me, personally). Overall, the game is compelling and I really enjoyed it.

On top of all that, the images/backgrounds were pleasant to the eye, the movements were snappy, and the music fit well.

After reaching the end, my only thought is "I want more puzzles". Excellent!!


P.S. I just can't get over how cool it is that directional movement is tied to an object that you can place. It's such an interesting puzzle mechanic!

Nice graphics and sound effects! I especially like the running animation and sound. I think the controls could be made to feel a bit smoother by tweaking the way attacking works, or perhaps by allowing attacking while moving (which also might make it easier to attack in different directions). I like the vibe of the environment you have created here! The title is also great lol, "Clichelda" is fun to say out-loud.

The upgrade placements are a compelling game mechanic! I had fun experimenting with the different upgrades and placements. My OP mob-melting recipe was a tower surrounded by 1 damage boost and 7 speed boosts. While playing it, I began to think about cool ideas that could build on this concept! I personally think you could make it more awesome by increasing the difficulty, balancing the costs/rewards, and maybe experimenting with the distance that the upgrade units affect nearby towers. Overall, great job!

Very cool to see a game written in Go here! Just for fun, I downloaded the repo and was able to start the game on Linux by using `go run main.go`. The game itself could use something to make it more challenging, but I thought it was awesome to see how a game can be written in Go. Thanks for sharing!

Score: 3358. Sweet and simple runner game, with progression in difficulty. I was able to keep playing until I jumped clear over one cactus and faceplanted into the next! I think this is a great start of a runner game and you could keep adding features to make it really fun, such as more randomness and maybe different kinds of obstacles or more control over the player.

Interesting setting and a cool way to drop somebody into an unknown story. My imagination began to fire up by just looking at the player character and the gnarly environment objects as I read the texts. Nice job with the cameras angles and transitions. The highlighting of interactable objects made it easy to see what to do next. I wish there had been more!

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Great use the platform! Pixel art works well and I was able to quickly figure out how the game works. When I was first starting, I kept getting pwned by the pig. I tried to feed him cake, but I ate it instead, which turned out to be a viable strategy, and I was victorious! I liked the uniqueness of the enemies, and how discovering their weaknesses led to each playthrough feeling like a conquering a puzzle. 

Above all, my favorite part of this game is that there is a "yeet" attack, and you just yeet your sword at the enemy. Top tier feature.

Good job!

Edit: I just noticed that you submitted the project 2 seconds before the deadline. That's hardcore.

thanks for the feedback 😀

You can thank vis.js for the draggable graphs,

And you can blame my mis-use of vis.js for the confusing map rotation. Lol

Healing, gear, and music are good ideas, thank you ! 

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I'm going to have a field day with this...


Falling Through Code: Linux Edition:

# include https://raw.githubusercontent.com/torvalds/linux/master/kernel/sched/core.c
# include https://raw.githubusercontent.com/torvalds/linux/master/kernel/cpu.c
# include https://raw.githubusercontent.com/torvalds/linux/master/kernel/sys.c

impossible mode :  https://raw.githubusercontent.com/torvalds/linux/master/kernel/fork.c


Falling Through [the History] of Code: 

I'm just going to leave this right here:  http://www.computerhistory.org/softwarehistory/collections/

Found this to be relaxing to play =]

IMO you dont need to add shooting, the focus on dodging and collecting is simple and fun.  

Suggestions:

  • Change the initial spawn bounds of the "enemy" circles so that you don't auto-lose at the beginning.  Maybe Try having things spawn closer to the edges. 
  • Randomize initial directions 

Some more ideas:

  • Changable settings: ability for player to add their own words,  adjust number of enemies, size of map, decide if order matters or not, etc. 

Overall, I liked the simplicity of the game.  It was frustrating at  first (in  a good  way) but is really fun when you  have "close-calls" and have to dodge.    :D