Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

tearrain

11
Posts
2
Topics
1
Followers
A member registered Jul 13, 2024 · View creator page →

Creator of

Recent community posts

I love Crossy Roads! This theme of light as a survival mechanic is really unique :D

I'm really loving the brush stroke-y art style! Keep up the good work!

yup, the ddos shell upgrade, though I understand the need for balancing the bitcoin income, player's time being spent attacking/defending, and such. Sadly with the time crunch we never got too intensive on making sure the game is balanced xD


Just several patches based on my friends' inputs :D

At first I thought I should put 10k, BUT the upgrades can reinvent the gameplay even more. I initially planned:

1. Passively reducing by 2 players per second for max upgrade

2. Take down max of 10 players per DDoS hack


But due to being in a time crunch, we decided to scrap it all and make it quite a hardcore game xD

It took my friends roughly 40 minutes to complete the game at this state haha


But I do appreciate the feedback, thanks! Oh and congratulations to you for getting first place!

ahhh I see, though with the sprite only swinging either left or right, it can feel confusing at times 

Also I think having a swing cooldown indicator would be a quality of life feature :D

Pretty solid game! However I'd love it for there to be more progression feeling for the player by having levels, or perhaps the towers can passively level up, or you can upgrade them with different pathways and upgrades so you have different builds, kind of like Bloons TD. Maybe the player can have a variety of different skills to bring every fight too. Though I have to agree partially with TheGamer where the UI feels a bit slow to appear which makes the prepping time feels not enough at first. To increase engagement maybe the player can also have unlockable skills, maybe different weapons too.

I think a good game reference for this should be Castle Defenders II, which is a tower defense game where the player can also fight alongside the towers! 

I think your inspiration was Stardew Valley, and it captured my playstyle of that game well, I tend to my garden and yearn for the dungeons!


Though, I wish there was an easier way to know which way you're swinging the sword, and know when I can swing again, because currently it feels a bit clunky.


Other than that, solid!

I wholeheartedly agree with jestersuit games, this game isn't easy for anyone who hasn't learnt any coding xD

Though, I'd prefer the game to have line numbers on the text editor, so that I don't have to count the lines from the top hehe


Good stuff tho!

the stimuli concept is very interesting, though sometimes being stopped that i can't spam launch the balls snaps you back to reality lmaoo


I give it a 4/5!

Trade votes? 

thanks :D


its just a tutorial with free assets to try with xd

The handling feels so good, no oversteer, no understeer, track works well for the handling setup too