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WHIMFREAK

21
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1
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A member registered Jul 28, 2023 · View creator page →

Creator of

Recent community posts

That's completely fair. This issue is kind of a tricky one by nature of it being a clicker game with a timer. Though I am buffing the auto gen in the next update to let the player rely less on clicking for gold as they get further. I might've made a mistake by making sure that autogen won't outscale clicking and that clicking would still be valuable in the late game, when obviously people would be tired of clicking at that point. Thank you for playing and for the feedback!

Thank you! Glad you enjoyed it

Simple, but incredibly addicting and easy to pick up. This would work really well on mobile

Thank you!

Great game and good level design. The visuals, while simple, look really clean too. My only issue is that I find the keybind for crouching a bit awkward to use with WASD (also crtl + w, s, and d all work in browser).  It feels better with arrow keys, but as someone who's more used to WASD controls, it'd be nice to have an alternate key that feels better with it. Good job on this!

The reloading mechanic is a neat idea, though I do think combat altogether is a bit unnecessary since it's almost never worth killing the mummies when it's better to just ignore them. It would be more fun to see in a more action-oriented game. That said, I find both puzzles fun and creative, the gameplay loop of returning sprites to the hourglass is very satisfying (I especially like that you can't see the timer until you get back to the hourglass, which makes moments even tenser), and the visuals look great. Keep it up :)

Also, I might be stupid but I can't figure out how exactly to leave the dungeon and keep my score. I thought it might be through the entrance before the door closes but no. Is there a place I need to find?

Aww thank you so much! :D

That was the idea behind the shooting enemies, since defensive upgrades felt pretty pointless without them. Though I'll look into nerfing them if they're too strong. Thank you for the feedback! And sorry about your fingers lol

You should be able to scroll. Is it not working?

Yeah, I didn't spend as much time working on the balance as I probably should've. I'll most likely do a patch after voting ends so I can try fixing some of the issues with the game. I'll look into ways to give the player more control during defense as well. Thank you for playing and for the feedback!

Yo!! Thank you for playing the game. I had a lot of fun making it :)

No options for mouse sensitivity is a bit unfortunate since it's near unplayable on my end.  The game does look great though so this still gets a good rating.

Short and sweet! Would've liked to see more levels but what's here is pretty fun. I like how floaty the movement is, feels good to control.

This is crazy good and polished! I quite like how the sand dropping mechanic and falling blocks waste your time, it makes the strategy really fun and satisfying.  Five stars all around! Will definitely be spending some hours on this after the jam.

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Dangit, that's a pretty big thing to overlook. Thank you for the report! For now, just restart the browser after playing rogue I guess lmao. Apologies, I'll update it after the jam.

Hey y'all! I started learning Godot and GDScript about 5 months ago and this will be my second game jam. I've only messed with 2D so far and my experiences are in: platformers, roguelikes, top-down shooters, and a bit in card games.. but I'm very much open to trying any genre and I'm a fairly quick learner.

I do have classes but only some days so I still have a good bit of free time to work on the game. My time zone is GMT +8 and I'll mostly be available for weekends and a few hours on weekdays.

Looking for people preferably of a similar skill level. If you're interested then hmu on Discord: whimfreak

Hilarious and creative concept for a game. Nicely done!

Thanks for playing our game! The high score being the same across all difficulties was definitely an oversight, thank you for pointing it out :)

One of the definitions we found for "delivery" is: an act of throwing or bowling a ball or striking a blow: "a quick, compact delivery that sent the ball zinging"

I do agree that it's not very obvious though.

Thanks for checking out the game! :)

Love the game and the presentation, 5 stars all around!  Really clever take on the theme too. The typing mechanic definitely could've been tutorialized though, as it's not immediately clear what you're meant to do. Other than that, it's a sick game and one of my personal favorites from the jam.

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Awesome game, and though everyone had already said it, this artstyle is just too sick not to mention. Love how the gameplay feels too, the roshambo mechanic adds a lot of franticness to the gameplay with having to switch from turret to turret. It's pretty tough but it does have that 'one more run' quality to it.

Some minor nitpicks:

The lack of a game over screen left me somewhat disoriented the first time I lost. It's not that big of an issue, and it's might just be a personal one, though I would like to see one implemented.

Your scrap resets to 25 when you die, instead of at the start of a run. This means you could kill some enemies before the game resets to give you some extra scrap for the next run. Also means you can progress to the next wave if you die close enough to the end (this could be intended, I'm not sure).

Overall, I really like the game and would love to see it expanded on if that's something you're interested in! :)