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Team Puzzle Games

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A member registered Feb 05, 2021 · View creator page →

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Video, as promised. I forgot to hold down my push to talk button a few times, sorry. The game's shaping up super well. Difficulty ramp-ups feel steep, but I'm a shitter. I don't really have any negative feedback though, it's a blast as always and it's getting better and better. Keep it up.

Thank you very much! I haven't finished this vid yet, but I did finish the other one you worked on. You're a saint for doing these videos. I'm gonna try to get a video done for Goblin Resort this weekend.

Cute art. The controls that are in place are functional, everything feels smooth - especially the camera controls. Great work.

Are you planning on adding in control groups? It's perfectly playable without, but I definitely found myself trying to make them subconsciously a few times. Took me a second to realize that recon vehicles don't respond to the attack move function. That turned out to be kind of a blessing to sort my units out at the start - the ability to double click a unit type and select all nearby identical units might be nice. I'm an avid RTS and wargame player, but I'm getting old and arthritic so I tend to do everything I can to avoid doing box selections. I accidentally pressed esc trying to pause the game to tab out and write this and closed the window. Oops. I just noticed there's an actual pause button afterwards, thanks for including that.

I can't tell if spotting enemies is working correctly. Do units have conal sight? I can't really tell. It feels like certain enemies would go hidden and become visible at random. I assume that's probably a WIP.

Regardless, it's nice to see a quality RTS in development at aggydaggy. I had fun, I'm looking forward to seeing more and I'll be keeping an eye out for updates in the future.

You're 100% gmi with this. Everything is so polished, juicy and fun, I don't really have any useful critique to provide. These types of games aren't really up my alley, but I'm still having fun with it. Great work.

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Thanks a bunch for the detailed feedback! I really appreciate it. I'll keep tweaking it to try to improve it. Once you get the blue key, assuming the elevators are actually working like they should, you can jump off the platform where the key is and take an elevator back to the spawn. The blue door should be straight ahead from there. If the elevators are bugged (and there's a good chance of this, I've been struggling to fix a problem with them), there's a chance that you won't be able to get back up to the spawn area at all. If you can, though, here's where the door is:

Thanks for playing!

You've got a good start on your hands here. The art and style are top notch, the gunplay's really satisfying. It's easy to get lost in the levels, but I'm sure you're already aware of that and are working on it. I can't wait to see more.

Looks like the doors and elevators were bugged and activated prematurely. Normally there'd be a switch in the room beyond the blue and yellow doors that would raise a platform in the lava that takes you to the exit. In this case, the platforms were already up so you could just walk out. I don't know what I broke, this is gonna be a huge headache to fix lmao
Thanks for playing, sorry for the gamebreaking bug, and thanks for the critique. I want to rewrite my enemy AI one of these days because it's all very janky and full of bugs. I'll try to make the regular cultists more dynamic and fun to fight when I start rewriting their AI.

This has come a long way since the last time I tried it out. It's a ton of fun, feels super juicy and satisfying to play. I really, really like the clean, simple menus. The music's fitting and not at all distracting. The sound effects are super meaty.  I love tacticool games, and this scratches the itch better than most. Having my plans work out perfectly is super fun. Having my plans completely fall apart and turn to a shitfest is even more fun. I'm trying to con one of my friends or some anons into trying multiplayer with me (although I don't know if a LAN tunneler like Hamachi is going to work), so if I manage to grab somebody to play with I'll update this with further thoughts. I can't wait to see more, regardless.

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I'll be writing my thoughts as I play because I have alzheimers and can't remember anything from 5 minutes ago.

Menu music is really nice! The Keyboard configuration (confusing shit, right?) button piqued my interest so I gave it a click. It took me a second to figure out how to make it work, but I got it. I assume you already have plans to adjust it later so I'll leave it at that.

I like the art a lot, it's very unique. James' sprites are cute, love me some sleepy-eyed, dead-inside dudes. The story is intriguing right off the bat, good job hooking me in. The little intro screens for the characters are cute and super stylish. Great atmosphere too.

The battles feel nice and juicy, which is really important for turn-based combat imo.  The world's interesting enough to actually want to explore. Thank you for not including random encounters. I'm enjoying all of the music so far, really cool stuff.

I can tell you've got a lot of content here, so I'm going to go ahead and post this and update it with my final thoughts later today when I'm finished with it.  It's captivating so far, great work!


Update 1: I'm coming back to it to play for another few hours or so. It's really, really good. I'm a brainlet so I honestly don't really have any useful critique to give. I'm loving the experience so far though.

This is adorable. It fits the description you laid out perfectly - it sounds like I just strolled into the arcade to play some pinball only to find a dozen other people crowding around the broken pinball machine, sharing their disappointment, but without sounding too downbeat or melancholic! Really cute, great work.

It's very cute, definitely fits the theme! It's a bit short, but I loved what I heard. 

Both of the pieces you wrote are gorgeous and exceptionally well-written. I have no critique to offer, you're an incredible musician and it shows - both of the pieces you shared here paint such a vivid mental image right from the start. Amazing work.

This is super cute and cozy, very fitting for the theme. Excellent work!

This is gorgeous! It's incredibly relaxing and serene, and fits the theme perfectly in my opinion. If I close my eyes I can easily imagine a quiet, slow town by a hot spring, where the residents live simple lives (mostly) free of worry. Very pretty and well-made.

Your song is lovely. It sounds very futuristic and exciting. Very complex and dense. Great work.

Both of your songs are really cool! The day theme especially made me imagine a futuristic city full of neon lights and hustling, bustling people on their way to play some pinball. The night theme felt a bit spooky almost, but I like it a lot as well. Great work!

This is really cute! It's smooth and relaxing, and the steel drums and temple blocks definitely help in capturing the vibe of a cozy hot spring town. Great work.

This is great. I love the groovy vibe, and the rock clacking sounds were a genius addition. Really captures the vibe of a cozy town inhabited by friendly dinosaurs. Amazing job!

thanks dad ;_;

Thank you, will do

Holy moly, thank you very much! Gonna take a peek now.

Writing my thoughts as I go, so forgive the train of thoughts style of writing.

I love the art. The music on the title screen feels super fitting for how grimy the art is. Sound effects on the menu are nice. The "VIOLENCE TIME BABY" transition screen is cute. Lots of good little touches like that all around. The attack animations are more entertaining than most RPGmaker games, so the battles are actually kind of entertaining.

"The Fat Man mourns the death of his dog." ;_;

I didn't heal after a fight with a few rats and wound up getting killed by a horse. My mistake. Starting a new run.

The gameplay loop is surprisingly fun and satisfying. (I say "surprisingly" because I usually don't really care for RPGMaker games.) Kicking the Cock Roach in the jewels was pretty amusing. I reached the end on my 2nd run. The end screen was cute. 

I don't really have any useful feedback to give, honestly. It feels like this was the perfect length for a game like this, the art is really charming, the gameplay loop was fun and the randomness between runs adds a little bit of replayability. I noticed a few spelling errors, but I forgot to write them down and can't remember what they were. Really cute and charming game.

Playing through this right now, writing my thoughts as I go. Forgive the train of thoughts style of writing. The very beginning already had me cracking up. "Why does everything look so stupid?" The writing is snappy and funny. Some of the mob names made me giggle too. All of the small touches (like the "World of Generica") and NPC dialogue are funny and charming. Making a no-grind version was definitely the right choice - at least in my opinion. Turn-based RPGs can be fun but for a game like this, I really just want to see what happens next (in a good way, cuz the writing is genuinely really funny.)

The ending was tragic. Poor Lillith. That was really funny, and a great way to spend 40 minutes of my day.

I'm writing my thoughts as I play, so forgive the train of thoughts. Mosca is cute. Haydn is also cute.  The story is intriguing and the writing is very good, in  my opinion. Only a few minutes in and you've got me invested in the, so great job. The music is all very fitting. I like the way you show whose turn is coming up in battle, it's cute. This first battle feels a bit long, but the skills and spells available to your party are pretty interesting. You might consider adding an auto-target toggle, or have attacks automatically target the last remaining enemy to speed things up slightly. I didn't realize that waiting increased your SP rapidly until the second battle, but that's a nice feature and should speed battles up a little.

I'm starting to enjoy the slower pace of the battles, and I can see why you designed them this way, so you should probably disregard my earlier thoughts. I'm leaving them there since I imagine initial impressions are valuable regardless. It feels like the optimal strategy is to pretty much just keep Mosca alive so she can try to sustain everyone else so far.

Ermine is cute. I really like the art all around, it's cohesive, charming and very well-made. I'm still playing through, but I'm enjoying it quite a bit. Great art, music and story, fun gameplay, and very polished so far. If I run into any bugs or issues, or if I find anything to complain about, I'll update this post.

Cute art and music all around. I like the concept/setting, too. It's very unique. The gameplay loop is really fun. I wound up accidentally wasting some MP and dying for my first run while I was figuring out the controls, since I'm a brainlet. I beat the boss on my 2nd run, and I can't wait to see more.

I had (and am having) a lot of fun playing this. Kind of reminds me of classic Ghost Recon in a way, with how swift and intense the fights are. I don't have a lot of useful feedback to give at this point due to the amount of content available but I'm gonna be keeping my eye on this.

Really cool concept! It's oozing style, and I've never seen another game have you ride a literal mountain of bullet casings. I got a bit overwhelmed right at the start with how much was going on, but I got the hang of it eventually. It would be nice to have some time to practice wall jumping, parrying, etc. without any real threats around - it gets a bit stressful trying to learn all at once while enemies are around. Really good stuff all around though. I don't normally have a lot of interest in 2D action platformers but this was genuinely fun.

Really cute game. The combat's a lot of fun, I've never seen anything done quite the same way. Took me a second to figure out the controls - being able to move with WASD (or the arrow keys, since you're using S already for something else) would be nice, although the mouse movement does work well. I actually encountered a bug after dying to a ladybug where the screen went grey and the game froze up. I was looking at the "help me" section to see what I was missing and tried to start a new game when it froze. It's fun, though, so I'm gonna play some more and will update this post if I have any useful feedback.

Cute music. I had a mini panic attack when a ton of customers came in for the first time, but after learning the controls and menus a bit better I got in the groove of things. It's a cute little game, but I don't have a whole lot of feedback to give just yet. I loved Recettear so I'll be keeping an eye on this, and I hope to see another submission for next demon day.

Cute art. The footstep sounds being panned based on your position relative to the center of your current screen is a bit strange I think. Footstep sounds could also potentially get annoying for some - I personally don't mind them at all.

The sound and art for the potion explosions are excellent. I cheesed the last enemy by standing in the upper left and throwing potions while double jumping.

Short (so far) and sweet, I'd play the full game. I'm looking forward to seeing what else you've got in store.

Right from the get-go, the game looks nice. The music is pretty, the menu is nice, the logo looks great, background environment looks pleasing. Real good.

The in-game UI looks great. Very clean and readable. The older I get the more trouble I have parsing game UIs, and I don't know if it's just because I'm old or if games these days just tend to have really dense, awful UIs, so it's nice to see one that I can understand at a glance.

I'm not really familiar with card games outside of oldschool Yu-Gi-Oh, so the battle interface took me a second to grasp, but it's pretty intuitive overall. The animations, sound effects, card art and everything else are all nice and fit well. Opening card packs is really satisfying. I don't have any complaints. It's very fun and feels intuitive enough for someone with only a little card battler experience to pick up and get going very quickly.

Gave this a whirl for the first time. I had fun, but I'm not sure if I was playing the "right" way, since I wound up dying within a few minutes of each run (that is to say, I suck.) I appreciate you having a "how to play" button. I'm super ADHD/low IQ so I usually wind up forgetting everything unless there's a hands-on tutorial. The animations had me cracking up and I had fun with it, though. I definitely see a lot of potential.

I'm a sucker for solitaire and solitaire variants. First thing's first, the art and presentation are cute and charming. Looks and feels really polished. Nice sound effects. The class/character art is all cute. I really like the samurai, barbarian and ent in particular. It took me a minute to grasp the basics of how to play, but it's a lot of fun once it clicks.  It gets surprisingly tense at times with some close victories. Cute little game.

Great stuff as always. The music is cute, the game oozes charm. I don't have any real critique, but I did record myself playing some of the test area levels since I figured that has a chance of being helpful to you. I didn't provide commentary, but I hope it helps or at least provides some amusement for you. The new levels were all fun, but I did get filtered in the end.

I'm trying to break it again so I can record what happened, but so far I've been unable to do so after dying. Saves weren't working for me with the broken loading screen run either.  Everything works now on a new file. So far I've had no luck with breaking it after that run ended, but if I manage to break it again I'll record it and send the footage your way. Also, just wanted to say that the music in the halls of pain is extra kino.

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Playing this right now. I'm hoping to actually finish all of your content this time, now that I finally have some time to relax.

The art is great, music is comfy and very fitting, animations are great. Enemies are very satisfying to kill. Difficulty feels just right - really hard (for me) but not unfair. Every encounter feels tense. It's nice.

I discovered magic entirely by accident. I picked the sword and staff as my starting weapons, but didn't realize the staff gave me access to a spell until I looked through the menus. Fireball is cool and satisfying to use. Haven't used any others yet.

The sound skellies make when you kill them is perfect. Hearing the crunch is like music to my ears. 

I moved onto floor 3 and alt tabbed to write this. When I tabbed back in, I think the game was still loading, because Towerguy wasn't anywhere on my screen and I couldn't move or open the map or anything. The usual loading screen wasn't visible. After a while the "Press any key to continue" screen popped up and everything started working again. 

The only nitpick I have (had?) was that the map didn't have an opacity slider, but you or somebody else informed me in the thread that +/- works for that. I'm still playing through it, so if I have any useful feedback I'll edit this post. It's genuinely really fun though, and it's hard to find any serious faults. I'd buy it.

Edit 1: Trying to reproduce and record the loading screen bug. Saves also weren't working, but I died and restarted and now saves and the loading screen(s) are both working again. I'm gonna keep trying to break it to see if I can get a recording though. Also, I used a potion during a loading screen while pressing every button on my keyboard to see what I could break.

Great art. Movement and shooting feel good enough to me. A walk button that isn't quite as slow as crouching or as fast as the default move speed might be nice. Really comfy setting. Not a whole lot to say at this stage, but I'm looking forward to seeing more.

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Forgive the train of thoughts-style writing, I'm typing as I play since I'm sure I'll forget everything otherwise.

I'm unable to swap character models in the menu. Dunno if I'm just retarded (I am retarded), maybe it's just me. That aside, I love the art and graphics. The character art is cute, the environment is pretty. "Boob mode" being optional is pretty cute. I hate titties so having a flatty MC to play as is nice.

My frame rate is really inconsistent. Looking toward the start vs forward through the level causes some pretty huge frame rate discrepancies. Performance is fine though, all things considered , although my PC is pretty modern, so older PCs might have trouble..

The controls are good. The animations are well-done. Currently just screwing around comboing stuff right by the floating tutorial text. The combat is really fun and satisfying. I ran into a bug with one of the axe guys where, after hitting him once, he stopped doing anything. More enemies throughout the level might be nice, but I don't know - having lulls between action is important too.

The level itself feels a bit padded out maybe. Trekking through caves into clearings into caves into clearings into... etc. gets a bit old. The set pieces are pretty though so I don't care much personally. Giving the player something to do during downtime might help a lot. You might consider adding sprinting out of combat for that purpose - even if the speed boost is only minor, I feel like having a button to press that does something fun when you're not in combat may help keep player's minds occupied. Sprinting in particular may also backfire and cause players to become more impatient over time, so I dunno.

The boss fight looks pretty cool, but in the end I wound up just brute forcing her. I initially tried to avoid damage and play it safe, but I wound up dying twice. Third time I brute forced her and got her down.

I know it's really early in development, but I think you've got a nice game on your hands here. These kinds of games are like crack for me, so I'm looking forward to seeing more from you soon. I'll be keeping an eye on this.