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Wember3

5
Posts
1
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A member registered Mar 11, 2022

Creator of

Recent community posts

Thank you for playing and commenting! The game couldve been a bit longer and there were still a few things left to add, but time ran out and alas... Here we are. I agree that the map was definitely a little too large in the end, a quarter wouldve done just fine.

I think it took me like 5 loops to figure out what the hammers do. Now i'm a prime idiot, and that was to be expected, so the game is definitely fun.
Giving the different locations different strengths was a good choice, and only being able to move forward between them prompted me to think what i need to bring forward to the other towns, but eventually i figured out that if i just keep everything on me at all times, and just give the towns enough to keep them on 1 of each ressource every cycle.

The idea of displaying your gamedev progress in a game is definitely cool, but the minigames proved to be a pretty big downtaker. Especially the bugfixing one. I couldn't bring myself to enjoy it, and the haphazard graphics definitely didn't help either. 
I hope you stick to making games, and wish you the best of luck on your journey!
Practice is the best way forward after all, and you already took the first step. 

I like the general idea of the game, especially with raising the value of certain fish, but typing out the same combination of letters three times ultimately just doesnt prove to be fun. 
With no narrative to back it up, the mundane gameplay really pulls down the mood before the first day is even over. And with the mood down, the thought put into the shop items kind of gets lost, even though theyre the core gameplay element of the roguelike.

The idea behind your game is amazing, but the frustration over the simplicity and repetitivity of the catch takes away a lot.
I do love the art a lot though!
Flipping the boat-sprite with the movement direction wouldve been better i think.

I love the idea of having your past lives help you with puzzles! I left a few too many lives behind to seemingly far away hitboxes, especially on the robot in the level before getting outside, but its definitely a fun play. The ghosts staying in place at the end of their track definitely made it easier to utilize the double jump, i really liked that mechanic!