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Thomtick

7
Posts
A member registered Jun 16, 2017 · View creator page →

Recent community posts

If it works on mobile and it plays well I'm rating you 5 stars. I've switched to an old nokia a few months back, and I could only play snake. But only a few days ago I got another android device. So I'm missing a proper snake game... I've done one run (not on mobile though), It's not what I expected but it does break rules of snake in a hilarious matter. Not sure if you know how indepth snake really is, but I skip my rating for a bit, there's plenty of time for me to see how you approached the thought processes that people tend to have playing snake, gotta give you extra score for that if that's the case. Thumbs up so far already!

Clever & responsive! Good use of stealth here, enough visual information to detect danger. The sound works with the pased actions you get to make. Love the idea. Maybe it would be cool to have the iris transition with you being exposed by the security instead of a bar that rises up. Also a little more dialog would help to get a clearer goal for the end. Not really sure what to do with the cubes and the lasers. Fun project!

The puzzles are great, I know how hard it is to get dificulty write (it's a pun). You did very well on that, felt really smart after solving some of these. The art isn't my favorite but that's also not the most important aspect of puzzle design. I really like how the game let's you control time and space to avoid a snake from escaping. And heads up for the skip button for those who don't know how to solve the puzzle. Had a fun expierence playing. 8 well designed levels, some to guide you visually through the level and some to give a bit more of a challenge. The overall progression is well balanced!

Really love this, the art is sweet, the gameplay is easy to tap in, the idea is really clever, and I totally love how the blocks bounce whenever a projectile hits it. I could see how this would be a bigger concept in the future with quick 1v1 multiplayer matches, a few more maps, and how this could be a offline / tutorial mode. I really like the aestatic it all brings. High rating for you!

The pacing of this game was on point! Room for improvement on the art and UI side. Instructions could be nicer, but to be honest the info was there and the game was fun to play. Not gonna spoiler, but props for the originality, had fun,  had a laugh so I think it fits the Gamejam formula for me. Don't know if I reached the ending but I liked it.

The animation of the enemies looks super duper cool, the art looks amazing, the AI looks proper. But it's really hard to win. I litterally won the first level by the enemy falling off the stage so that was more an accident than a win imo. I think having the block attack be a hold button would work better to create a more friendly play. The player feedback in the animation of the enemies goes a bit fast while looking pretty. (when to expect what) The enemies do all sorts of crazy tricks, I wanna jump like that as well when I slice their heads off with a sharpened blade. That should sum up how much I adore the art while still being mad that I couldn't win.

I love that you can turn in into the characters! The holographs do sure have some issues with clicking them sometimes. Missing a bit of feeling of progression during the game. Might be because of the holographic buttons that did not respond or feedback enough, I really liked playing but I really felt like I should be getting units to fight in this retro-vibe robot war. Played 4 times.