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Warjoy Heir

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A member registered Feb 08, 2020 · View creator page →

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I really like the premise and vibes. Sadly I don't get how to play this game. I seem to be not able to progress much. 

I also wish I could tag tiles like in original minesweeper.

In original minesweeper the goal was to mark all of the dangerous tiles and uncover all of the safe ones. From what I gather the goal is different in this game. Stamina de-incentivizes exploration and weapons incentivize fighting the dangerous tiles. This is the issue of pre-existing expectations based on original minesweeper, but I think these expectations will be there for everyone who played the original.

None of these are game-breaking issues on their own but right now I don't know what the game wants me to do. I really would rather be rewarded for clearing the whole floor instead of getting punished by stamina.

Also deaths are always coming as a surprise, especially stamina ones. Usually I was not sure what happened or why exactly I died.

The idea is really cool. It would work even better as a coop or a multiplayer. The aesthetic is fun and distinct. 

Things to improve on:

- UI of the shop is incredibly difficult to read

- Camera is unpleasant to control at the moment, the POV just doesn't provide enough information. Try going into a higher, forced camera, either top down or something closer to it. The game is about lines and connecting points along these lines, top down would provide much more info to the player.

- The round time is short, and doesn't allow for enough fun to happen between shops.

- The progression could be faster, I've had many shops where I couldn't buy anything.

Overall this could be a really fun experience, the idea and vibe is already there. You need some solid design improvements and it will be a quality game.

Nice aesthetic. Unfortunately it feels to me like there aren't really many meaningful decisions to make. Choices on upgrades between the run are not much relevant since with progress you will get to them anyway. The only meaningful choice I had was mid combat when I could select a mutation, but it was one, single decision per 10-15 minutes of gameplay.

It's an idle clicker that is separated into runs and it feels like there either should be more decision making during the run, like choosing which corridor I walk or the runs should happen automatically, periodically.

Overall the game feels nice, it's well done and does provide a dopamine boost, but there is just nothing that would draw me in for longer. I feel like I would be wasting time. But bare in mind I am not the target audience for mindless idlers.

This has some potential. The art is interesting and VFXs look really well. Sadly, I don't understand a word.

One big flaw is that if the only way to level up skills is by walking around and getting the runes on the ground then the game becomes mostly about running and not much about fighting. 

After few minutes the melee range was rather small and made it difficult to actually hit the growing horde in a meaningful way.

Superb music and visuals with a really fun gameplay. The mechanic is simple but well used. As a short form game I loved it!

Looks brilliant. The combat mechanic was a bit too much luck-based and not enough short term strategy for my liking but it will definitely strike an audience with people that enjoy black-jack type stuff. The overworld and the milestones are good, they are pleasant to look at and have great polish. Really impressed with the art direction overall.

I really enjoyed it, spent more than an hour on it probably. Sometimes it went a little to fast, and it was hard to control the family and felt like a rolling boulder in the second half of gameplay. I wish there were some more unique/memorable events, which would make it feel more like writing a story. Moment to moment gameplay is great, and the trait mechanics are fitting. I wish I could decide a bit more the direction for my family.

Cool game/mechanic but it is a little frustrating that you can't get the dragon without using the talisman. It felt like "giving up".

Also, the dragon was sometimes made against expectations without all three different parts - it used a double of the same from time to time and it really messed the whole grid up.

Really cool strategy simulator game. Simple, fun.

Sublime platformer mechanics with a calming theme! Supermeatboy for people who are not masochists!

I played half of the game and enjoyed it tremendously. Will definitely want get back into it! Great work :)

I am a big fun of survs and while many look bland I felt this has potential. I really enjoyed the physical swing of the sword - it made my movement matter much more than usually, because I was constantly adjusting the angle as well as position.

I did not enjoy the progression. The upgrades were not noticeable for me and I felt little to no power-spikes throughout my 2 playthroughs. 

Enemies got too hefty quickly, my attacks felt like rubber sword swings. Especially the Dart enemy who was like 3-4x stronger than the basic one. He was tougher to dodge, tougher to hit, tougher to kite, overall tougher to kill and was a bigger threat. Quickly after he comes the game becomes overwhelming.

I was not sure how does the HP work. To lose a HP square I had to be hit a couple of times, but had not idea how many.

I wrote a lot about my issues with the game, but it's because I feel the potential and liked the initial 20-40 seconds. All the tethering is quite clear and an interesting mechanic with the totems. I'd want to see more weapons and upgrades that focus on the fact that I have to angle the character to hit them correctly.

If you'd like more in-depth feedback or some suggestions feel free to hit me up.

I really love the idea and the theme. The premise and the story combined with the aesthetic really made me interested in this game even though I don't usually play novels. The idea for signals and reading them is intriguing and very original, I'd love to see more done with it. I enjoyed playing this game and was quite immersed. 

The issues I had was with how I interacted with the game. I had to check signals constantly, and while signing them might spoil too much, maybe giving them number hotkeys would help with figuring stuff out on the fly.

Also the non-pause dialogue was challenging but interesting idea, I feel like the pause button helped me with actually recognizing signals but it broke the flow a lot. I'd be curious if the speed was lesser but there was no pause would I stay immersed?


Overall a great experience and I would love to see this improved upon with some clever UX and maybe some better pacing - having more than 1 payoff at the end. Being able to verify what I am doing along the way somehow would be nice.

This is an amazing premise! The atmosphere is great. The basic gameplay mechanic is fun and promising, it can have a lot of depth.

For now I lacked the way to mark the planets and for them to have more character so that with time I could get familiar in this galaxy. The dual planet was definitely the right direction, more of that please! 

I would totally develop it further. If when searching I could numerically see the zoom level, the vertical and horizontal angle of the scope and stuff like I could remember, more or less, at what coordinates was which sound. 

I could also see the clients giving a little bit more direction for the last wave. So as you get closer to what they like, they get a bit more specific as to what is lacking.

Best game of LD59 for me so far, great job!

Cool visuals, but the trucks don't seem to shoot really. I tried 3 times and destroyed 0 attackers

Really cool concept, and great visuals as always. 

-BUG-
I've had issues when sending the signal to close to the radar, it just disappeared and the total number didn't increase. I had to move back and send the signal somewhere around the satellite dish.

-CONFUSION-
Seeing the plants that are supposed to speed up signals, lower their value was quite confusing at first. Seemed like something is broken.

-AWESOME-
There were few, very satisfying a-ha moments to be had. If there is ever an extended version with more of those, I'd definitely buy the game.

The enemies hitting for more than 1 hit point might make it much less effective but still worth to use in many scenarios. Makes the later enemies more menacing too.

Hi! I played and enjoyed this little toy sandbox! It's nice that it comes alive. There was one thing that, in terms of UX, was frustrating - you sometimes can't place a block behind other blocks. After finishing the diorama I learned you can rotate the screen, but anyway it's something I'd consider worth tweaking.

This is probably the highest rated game for me so far. I loved it. It was simple but really fun! The way that the fish evolves was surprising and awesome. Each time I felt like I gained a new skill with that level up too. The visuals were very nice, especially for the fish and the effects felt juicy. Definitely felt better to play with mouse and keyboard than just keyboard. I wonder where it could go next, but what you did, you did great. Nice one!

I really like the idea. It provides some unique gameplay. On first playthrough I got really bad rolls and didn't think much of the game cause all the pizzas were pretty much good. Second time I got a nice spread, still I think some easy bad pizzas at the start would have worked better to hook the player. Sometimes the sizing was a bit iffy, I saw less then 14 inch let's say but my report got flagged still. I'd say the gameplay loop is lacking when it comes to discarding good pizzas. I'd rather be able to rate them well, just throwing them to trash without rating wasn't intuitive. Other than that the interface worked really well. The descriptions for the pizzas were great and funny. Good job!

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Whoa, I wish I knew that! Seems like a great way to fix the problem! I guess playing with the keyboard was the issue. I think I'd even recommend disabling it, or better - making it so that on button press it does the little tweak to show where it will move and the board turns on key release after press :)

Great art! Especially on the Leader character. The platforming was pretty good, you could get skilled at it, though there were parts that were a bit too frustrating, some head banging and slightly to tall platforms. I finished it without damaging the aliens and hoped for a different ending :< but it was still cool to play as the Alien Leader. Loved his character design but the dash attack was a bit weird, really hard to land. At first I didn't even know I had a second attack. Anyway I think that adding a jumping behavior to the robot character at the end would make the "boss fight" much nicer. Anyway, great little game! Liked the twist on the alien theme as well :)

Really nice! Love the idea. It's well put together - the music, font, character. The table and holes could be better but I get it - you get 48h you put in the most important bits, the characters! The only thing that was bothersome was that the hammer had no real telegraphed movement it felt. I there would be some information about attacks, at least some, like with bosses, but it felt like I just had to kinda go on reflexes which is cool but I'd love to see some mix ups. Very solid entry! I love how clear and concise it is!

Looks very nice. Plays well and is quite understandable. The Leveling Up menu can be sometimes not noticed cause it's in the same spot as the spawn menu so it is prone to missclicks. The screenspace is a bit small and because the units spawn off-screen I wasn't sure it worked sometimes. I won twice, it was rather easy but felt nice. With some iteration this could be really fun. Well done for 48 h!

That is really cool. The twist on the controls works really well for Flappy Bird remix. The only issue I had is that both the background and the objects are white and my cursor is white too, so the game was just not readable enough.

At one hand this is really cool and challenging, at the other it constantly makes you mistake which way you are supposed to turn. Like you had the right plan in mind but then press a key and the board turns the other way than you imagined. I think the arrows in the UI could better portray how the board will turn. You could say that these mistakes are main part of gameplay but I feel like they add a bit too much frustration. Well put together game, congratz

Well done. A bit chaotic but definitely interesting. Exact opposite in the amount of cognitive effort and apm required compared to the original, resulting in familiar but much different gameplay. Nice marketing done with the cover heroine. Great art and atmosphere too.

There is a lot to like about this but also a lot missing. I loved the character design, really interesting characters that I wanted to stay with for longer. The music was quite nice too. And the approach to the topic I liked too. First time I see the "Be the NPC" played out well, like I felt like I was actually doing NPC stuff.
What was missing though was good UX. I wasn't sure when something was selected or when I had to press play (for first few minutes I didn't even see the play button). I was not sure whether I am removing an item or giving it at times. I'd say highlighting stuff more and maybe adding another tab to show which item is currently being given would help that.
What was nice at first but later fell a bit flat was that the responses from the "players" didn't relate much to the quests. I also felt that I didn't have much control. I had a random set of quests to give and had no idea which rewards would they get from it. Most of the time I felt like I had to give the characters some item that wouldn't help them. 
Again love the idea and the characters but it felt a bit lacking in the design.

I could see this becoming something like Papers Please with some more work. The crafting of each item is simple and enjoyable. The game is very understandable. I would love to see some more tropes of being an NPC like writing aloof dialogue to the customers that they all skip :p

Haha, I love that reply! Especially the end bit.
Definitely could see this going into a speed run direction. I even felt myself doing so while testing it. The end goal of the game could go in multiple directions right now, we are thinking about which would be the best. A more rpg-like combat and character based version, or a maze survival version, or twisting the topic even more and making traps into treasures and for us to try to hold the enemies back from taking it!

We tried a bit with one larger tile (at the end of last level) but didn't have much time to iterate on it. Glad you enjoyed it :)

Cute little game but I thought I was going to play as the PC. Archer AP strat op

This looks and plays great! The card game is actually quite cool and the burn mechanic adds a bit of curiosity to the cards. I would love to see more risk though cause atm. burning the card is mainly a reward since you get so many cards in your deck fast. Anyway, great entry!

Really cool twist on Jump Hero. I'd say successful, cause the game creates the same frustrating emotion when you fail xD. But platforms are well placed that it is not too punishing. Quite similar to our idea when it comes to moving the level actually. Didn't play all the way through cause it's too hard for me :p but I liked it

Looks nice but I don't get what is the goal/gameplay/progression.

Cool puzzles and nice art. The gameplay flow could use more communication. Multiple times I clicked a spell by mistake, tried to turn it of to later see that I am casting it instead of moving. Nice illustrations.

I like the idea. I wish the uncommon placeholder parts like twig or screen changed more about the skin to really drive the "I wonder what will come out!". Scoring could also include some artificial connection to what you've created. Maybe a comment or objective judgment - "Oh, that's an interesting place for an eye" etc. Controls are a bit clunky.  I see the potential in this with the parts getting gradually weirder. You could even tell a story like that. Creative idea!

I like the concept. I kinda missed when I got hit sometimes, especially when dragging skellies around. Game gets hectic fast, really testing you mouse speed. Cute and simple! 

I like the concept. I kinda missed when I got hit sometimes, especially when dragging skellies around. Game gets hectic fast, really testing you mouse speed. Cute and simple! 

On third playthrough I tried to do bad on purpose to see the losing ending, haha! This is a great game. It is surprisingly intricate. The way the skellies move, the music, colors, animation, change of pace, sfx, mini cam. There has been a lot of either great thought or just experienced intuition put into this project. Best one so far for sure. The line for the AI knight was also a great design touch. Stellar job!