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TaroNuke

16
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A member registered Sep 03, 2019 · View creator page →

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I played it again with that knowledge and TBH the game got a lot more fun

I actually did not realize that holding to shoot was a valid option, it would have made selecting the wrong powerup not be a problem at all!

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Cool Idea!

Really liked the last puzzle, stumped me for a little bit.

(Cool idea sticker)

Music was really really good, liked the visuals also.

Circle strafing being such a powerful strategy led to fairly boring gameplay, and the upgrade popup was very annoying. It also made it so that clicking to shoot would keep accidentally selecting the wrong powerups so eventually my damage scaling couldn't keep up, haha

Chill music but instructions unclear, it just sort of threw me in and I couldn't work out how to make anything do anything

This was a fun little game, managed to win by efficiently placing 1 drill + 4 turrets on each island.

CANNOT OVERSTATE how cool the glide mechanic felt to use, that worked super duper well + had just the right amount of inertia and control.

Shooting enemies yourself feels mostly worthless, there's also a bug where enemies will path to the inside of your drill and then can no longer be hit by your shots (as your shots will collide with the drill), for some reason turrets did not have this limitation.

Penalties on shop purchases felt kind of "too directly tied" to the bonuses to the point where they mostly seemed to cancel out and invalidate using the shop at all (aside from when "your health" was the punishment, because using the flight meant you couldn't really be hit at all, and you recover health pretty quickly even without that)

Overall really nice presentation though, and fun writing!

Shame about the castle puzzle being stuck, I really enjoyed the caves mechanic and the dialog. Excited to see the proper conclusion to it after the jam! The concept of the castle puzzle is really neat, and I liked how the NPCs reacted to their tiles being moved.

Extremely Solid game concept and execution, with really neat level design that doesn't overstay its welcome

I completed this with a lot of gold left over, is it an unintended solution? :'D

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Really satisfying to watch solutions that go perfectly.

UX could be improved a little, though, for example ability to place multiple of a type of block without having to go back to the hot bar, or a confirmation prompt on the "delete everything" button that it's too easy to click while placing blocks (or just design levels that don't require you to place stuff near there (such as making that part of the screen a bar that doesn't interact with the rest of the game world)

Really really wish I could save and watch back solutions, immediately going to the next level and losing your prior solution forever feels baaad, I want to show my friends what I did, even if it's just "play again / go next" as an option would let me record solutions

I think some kind of "shove" system or mechanic would be good, so stuff doesn't feel so stiff and restricted, but the "space management like resident evil inventory" gameplay was an intended part of the experience

I just beat the game and I am now a skull

I just told all my friends so they can become skulls, too

It works now :)

Yes, when the game starts there is a blue number that starts at 40 and decreases to 0 very quickly

The animations of everything are playing fine, but the character doesn't move at all, I have no additional gamepads plugged in, hmm

I seem to have difficulty being able to move, I tried every button on my keyboard, can you help me?