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Szczekoslovarik

6
Posts
A member registered 34 days ago

Recent community posts

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Why each character doesn't have a color theme of the playing field fastened for it? Moreover, in DungeonDash each character also can have projectiles specially against him (icebolts for wizard, swords - for knight, arrows - for ranger, stones - for thief, rotten brains - for zombie, poisonous projectiles - for necromancer, red hot chili sushis - for samurai, eggs - for royalist)

Can you please add descriptions for treasures when player moves cursor on one of them (or using arrows keys) ? Like, for some time even more clear treasures weren't clear for me. Seemed for me that brown bird is about sitting, not flying (before i picked up a derped duck)). Also, those blue gallons with oxygen seemed a gillette, and couldn't understand the need for it if Scoobah already picked up breathing tube. Not even mentioning all other less obvious treasures!

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Those richly pixelated heroes to unlock all look so lovely, have you guys thought about making a fully fledged roguelike game with them? (or maybe such one already released?)

Sukhail, could you add an "erase progress" button in menu, because i'd like to letsplay your game on stream from the very start, naked )

I think that Worgma womb(core) should be much bigger! You can look at peyote cactus' photos for more visual details. And one more unit suggestion: a slow slug, who covers the ground with slime which is toxic for humans and scare them away. Such unit was available for protoss race in the first chapter of StarCraft. Would love to see it in that purple+acid colors of worgrians )

Following the common sense, sturdy knight should be able to carry much more weight, than subtle adventurer (vise versa, >800 and <300 )

And intelligent Mage is too assailable even to agressive plants for now (plus fireballs hurt the hero himself if enemies as homunculus are close). Could you make special "armor" for this hero as for other two? How about giving on start a "Robe of mages", which allows to leap to any cell of the combat field, even if enemies nearby block player. Also, i think that Mage should be able to throw projectiles not just along straight lines, but to any enemy aswell.. I suggest basic wands to deal damage only on one cell, but Mage can be the hero which is allowed to use scrolls during combat: average scrolls deal dmg at pointed cell and 4 cells near it (basic cross), and legendary scrolls deal dmg pointed cell and 8 cells around it (circlic blast which splashes on 9 cells).

While adventurer (and especially knight) have some assortment for them in armor to wear, why not add (besides robes of mages) majestic absorbing cloaks, which greatly diminishes items' weight and makes Mage's carrying limit literally unlimited.

P.S. What about those perks you wanted to add after exams ;_; ?