Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

TyIerDurden

11
Posts
A member registered Mar 21, 2019 · View creator page →

Creator of

Recent community posts

Thanks a lot for the detailed feedback netravelr! You're absolutely right about the apps — my original plan was to start with no apps unlocked and introduce them one by one. The idea was to push players into a "blind treasure hunt" first, then give them tools as they progress. But I really underestimated how hard map design would be, ran out of time, and just unlocked everything at the start. Glad you saw the same thing I was going for!
The phone-off idea is really clever — switching between saving power and checking info could be a fun layer. And yes, a prompt at charge points is something I'll definitely add next time. Several people mentioned the same thing. Thanks again for playing and for the great suggestions

Hey Felix — I just realized I misunderstood your arrow suggestion. You meant a small first-run orientation cue, not removing the blind-search tension. That makes much more sense now. Thanks again for the thoughtful feedback!

Thank you Atlas :)

I love the clean, modern art style, the growing VFX, and the SFX — they all fit together so well. I also love how naturally the charging mechanic connects to the theme. I can really feel the experience behind the design, and it gives me a lot to learn from.

I absolutely love your art style—it’s so clean, refined, and elegant. The whole game feels incredibly polished, and I especially love how cleverly everything ties back to the theme of “charge.” Wonderful work!

Thank you! :) Cheers!

Thanks a lot for playing and for the feedback! I've heard a few people mention the apps being confusing at first — definitely something I'll improve next time. Really appreciate it!

The art caught my eye right away — very Metal Slug vibe. The hand-crank charging idea is brilliant and hits the theme perfectly.

I really love this football game. I even played it a lot during my lunch breaks. Once I played as a CDM and reached almost 200M in market value!

I really like the art style, and the gameplay is great too.

Wow, thanks a lot Felix for such a thoughtful comment! It means the world to a first-timer to ship a game and get real feedback from an actual player.

You're right that the map can feel disorienting at first — an on-screen arrow is a solid idea to help players get their bearings. Actually, my original design was to start players with no apps unlocked — the "blind treasure hunt" was meant to be the first phase of gameplay, forcing you to wander and search just like the real-life panic of a dying phone. The plan was to earn app unlocks later. I even wanted to do roguelike-style procedural map generation, but that didn't work out, and by the time I got to layout design I was running out of time. So I just unlocked all apps from the start — which made the opening less curated than I envisioned.

Another mechanic I wanted to emphasize more is the Shift charge (sprint) bar — since it doesn't refill, deciding when to burn it is meant to be a core strategic decision, not just a convenience. But honestly, the current tuning doesn't make it impactful enough; it ended up feeling optional rather than critical. That's a balance I'd definitely revisit.

Anyway, I shipped it, and now I have my first real player who actually played and left a comment. That alone makes the whole jam worth it. Thanks again Felix!