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A member registered Nov 06, 2018 · View creator page →

Creator of

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I think the current state is ok. I just want to see what the tile I clicked on was, most of the time.

Another feedback I have now is that I don't see the difference between gold and XP? When I collect coins in the board my gold doesn't go up but XP´does.

Also I just had 3 maps show up when I only have one in my deck, so I don't think I fully understand the deck system

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Hey, Mheep! I love the game, although I'm a sucker for a mine sweeper so it's easy for me :D 

I'm not a fan of the art style and/or shader, it's really hard on my eyes but I think that's just personal preference. It seems like it would help if I could zoom out but if I try the sprites get blurry.

I would also like to see the board after I lose before I restart so I could see better what I missed.

The game feel is amazing. I love how everything pops.

I'll play more before I do the feedback form 😉

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- I suggest you add the up arrow and W to be jump as well. Jumping on the space bar while W does nothing feels really weird and unintuitive.

- Similar thing for attack. Game should be fully playable with a keyboard, it doesn't make sense to use the mouse to click if you don't use it for movement.

- Speech line of the third NPC in the game is missing a "one". It should be "I will beat every one of them"

- Guy with a gun (the second aggro you encounter) has a weird collision. I'm not even sure how I killed him because my character was always standing far away, couldn't get closer, and attacking didn't do any damage. His health decreasing felt random, not connected to my attacks.

- First two stairs:

  - Lower stairs act like a ramp, which is fine and intuitive.I press to walk right and I go up the stairs, as expected.

  - Upper stairs don't act like the lower stairs at all, which makes this mechanic confusing since they look exactly the same. First I thought they couldn't be climbed because I just couldn't get on them, then, when I managed to (by standing in the middle and jumping up without moving), I immediately fell off when walking right. I understand this like that so that you can optionally go up the stairs, but it feels bad. I gotta go up the stairs jumping. This would be a good opportunity to use another button like UP or Space bar to make the character get onto the stairs when at the bottom (and just go through them if not pressed)

- Actually, I noticed all enemies have the weird collision I mentioned in bullet point 4

- If I take damage from the shark while in water I have no feedback because the oxygen meter occupies the same space as the health bar. I suggest putting one above the other and add other game-feel feedback like the character twitching, a shader or particles.

- There's no way to survive the shark as it's way faster than me and I have no sprint or dash

- There's no way to get back after getting the key underwater because My oxigen runs out and I have no dash or sprint.


This is what I have for now. I appreciate seeing the assets put together. I look forward to playing the improved version.

Thank you do much! Can't wait for next time :D

Thank you! 151 is a great score, I hover around that as well (:

The idea, art and music are pretty good. The screen height is too small for how fast everything is going, and it's really really hard to start the game alive in the first place lol I think zooming out a bit would help both of these issues. Needs some tuning but it's fun!  

It's a good idea and the design is cute, the art is beautiful.

The character could fall faster and move quicker to make the controls feel a bit more natural. Navigating from one side to the other over and over again when it's that slow gets a bit irritating.

I don't understand the difference between one thing that looks like a leaf and another one that looks like another type of leaf but isn't accepted by the things that require leaves. It would be nice to see the name of things on screen when picked up so I know what they are in this case.

I love word games, this was fun.

The music is good but I don't think it suits the game, I think something calmer would make more sense.

Very nice game! It could definitely use some tuning, but it is fun!

I like that the pot stays in place while it attacks, like if it was burying its roots and emerging elsewhere. It makes for a good challenge. The art is cute.

I feel like the camera lags too much behind the pot. Since it moves so quickly, it's almost impossible to see if you're going to hit something and when you should stop.

The whole scene could be a bit more zoomed out, and it'd be nice to have some pointers in the directions the snails are in the map so you're not wandering for too long while searching. 

You get so much money in the first rounds that you can almost always buy every upgrade, so maybe turn it down a little xD

I love the art style! It reminded me a bit of spending the night in Don't Starve Together (:

thanks!

Thank you ^^

I don't know if I'm doing something wrong or something else is wrong but I have to press the number keys several times for the tool to actually switch. It would be nice to be able to switch using the scroll wheel.

It's also kinda hard to know if I'm clicking the right place for the tool to be effective. I believe some feedback regarding that would be nice (maybe area of effect or plant being highlighted?)

The art is very cute. I missed some sfx. 

I agree with Ethan Samuels' suggestions too.

Keep up the good work!

Thank you so much! I love your game!

The dog's nails are overgrown '^^ I know the first thought people have is related to plants, but I didn't want to stick to the obvious

The game is fun and the sounds are very satisfying.

I would suggest allowing the player to click a few blocks away from the head of the plant (in a straight line) and the plant grows up to there and the equivalent water is consumed (like, if I click 3 blocks up from the head and they're 2 walls and a window, 4 water is used).

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I don't understand why I can pick things up if I'm not gonna use them.

It would be nice if when you pick stuff up it goes into different slots and you could choose what to try to use each time, like dragging and dropping from your inventory or maybe clicking to select in the inventory and then clicking the scene.

It would also be good to be able to go back and pick up things you might have left behind, since I got to the top and I could neither go back nor do anything except click the plant until I "die", unless that is the intented ending, which isn't satisfying at all. Maybe have the head of the plant need some water and you take it up to her and then she thanks you before you wake up? 

My dumb ass went for like 5min watching everything fall off the basket not realizing I had to press something to pick what I have up lol

Fun game. I wish the basket would move a tad bit faster (I know the eggs would fly off but I'm willing to compromise xD)

I got stuck with a "investigate before going further into the jungle" but I don't even know what I was looking for that I had to investigate... If it was because I must kill everybody in the area, it wasn't clear enough and I believed I had killed everyone until I went waaay back to the beginning and there was a guy there. Then I died with a single shot.

I also have to always be pressing against a barrel to pick up the fuel, it feels like it could give me a bit of grace and allow me to already pick it up when the message to pick it up is showing.

I suggest adding a health system to the main character, and give the player the option to navigate with AWSD (that's just a preference thing when I'm not using a joystick).

The ambiance is very nice. Good use of the art and SFX.

One more thing is that there are some pretty big gaps between rocks that I'm sure the character could fit through but doesn't, and that frustrates me a bit while trying to navigate xD More obvious blockages would be nice.

Overall fun!

Nice idea! Beautiful art, too.

 I would have liked the vines to be controlled each by a different button, possibly left and right mouse button instead of just the right one. It'd also be more challenging if the character was affected by gravity and you had to mind that while trying to go over things and letting go of where you've already grabbed. 

Also, I spent a rather long time trying to understand what was wrong when I reached the pot and nothing happened... Until I let go with both vines. It'd be nice if you explained that somewhere xD

Hey, thanks for the tutorial

The game is really good. Love the art, music and style. The pacing stresses me out, though, and not in a good way. At first I didn't understand why my shots were stopping since in the instructions it said "hold left mouse button". The very fast shots and long time waiting between recharging is a real turn down. I think having slower shots would help with that. Maybe less time between chargin also, so the player isn't idle for as long.

I also really like that you gave the option of moving with mouse or keyboard (:

Cute, fun, well done and nice mechanic.

I do really like the concept but I often felt like the pieces I was given had nowhere to fit and felt stuck. The tutorial is good, but it's not easy to remember what each part needs to work, so I also got confused when some things weren't flourishing. Overall, I think the experience could be improved by adding some effects expressing what each piece needs when it's out of, and maybe have an algorithm to check if the parts being spawned have places to fit before spawning them? Nice and engaging, though.

The style is on point, nice and clean and the animations don't leave anything to desire. I like the concept but feel like it's missing a pacing aspect, music matching the spawning circles would make it perfect. Nice to play nonetheless

It is cute, it is well done, it is challenging. I love the concept and the game is amazing. I only wish it'd have a button that allow me to brance and stay in place during the windy parts, since managing staying in place while pulling that last box was kind of frustrating.

Very nice and well polished. The balancing of health and attacking was essencial and well made.

Thanks for the replies, guys! I'll be trying more stuff (:

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I love the art, and the gameplay is really dynamic, makes you want to keep playing. I have a few comments on the following aspects:
- The difficulty spikes a lot in the third wave, I haven't been able to get past it (probably because the health upgrade isn't working, but not sure if I would be able to with it as well).

- Not enough feedback on mixing ingredients. In my head, it would be cool to mix different things and see what sorts of spells I can create, but for what I can tell so far, mixing different ingredients doesn't work and the only feedback is a small shake and sound effect from the witch, which took me a while to notice since I'm more focused on the cards and enemies coming. Also, making mixing ingredients possible would allow a more varied deck while maintaining balance.

- I love that the shop shows everything you'll be able to buy in the future while you still have little money, but it would be great to have a more noticeable visual difference between what you can and can't currently buy, such as grayed out not-affordable items vs colorful affordable ones.

- I have to hover over drops to pick them up, and often I forget since the waves are so fast paced, and the drops left behind are not automatically picked up by the end of the wave, which leaves me with a feeling of being incapable of handling everything and kind of overwhelmed, like I managed to get through the wave but couldn't get my reward from it even though the next one will for sure be harder. Maybe drops could be picked up automatically at the end of the wave but be worth less if they're aquired that way? As to keep rewarding who's able to manage everything during gameplay but also the slower ones like myself, and rewarding the higher skilled more.

- I'd like to be able to use more my keyboard. Maybe the number keys to choose cards and with space to brew.

Would like to see more from the game in the future!

I loved it! 

Good job! Loved the art! My score is currently at 582053 and I don't feel like I'm ever gonna lose, nor do I feel a sense of progress in difficulty. I believe if it were easier to lose and easier to get to the higher speed it would be more dinamic and rewarding. Even though I've been plating for a while, I still didn't get to the highest speed, and it seems like I'm slowed down just as easily as I speed up, but there's too large of a gap between those things happening, which could be better if stuff was getting faster.

Keep up the great work!