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WizzOwl

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A member registered Jan 09, 2025 · View creator page →

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I enjoyed playing it! It’s a nice relaxing game. The graphics are great. You did a great job animating the robot and the growth is satisfying to watch. I ended up getting all the upgrades. The story and game idea have potential for a complete experience.

Great submission, good job!

It’s brilliant, I could play it for hours! You took the sliding and merging of 2048 and made a really fun roguelike. The game loop is great. I liked discovering what two tiles merge into. The game feels balanced, not too easy but not too hard.

It would be nice to have a way to see merges discovered and achievements obtained.

It has a lot of potential, with more classes, items and monsters. Great submission, good job!

I enjoyed my time playing with it. The usual paint tools have a fun twist. I tried to use the tools in a way to get cool drawings, like using the bucket tool after a redo to make something resembling a mountain range or a city with skyscrapers.

Very creative, good job on your submission!

Thank you for playing and for the feedback!

Initially, I wanted the ranged robots to be able to pick up the parts while overlapping with them. But the collision between a robot and an object is triggered when the two are next to each other. I kept it like that mainly to solve the situation where the player or a robot is on the object, the ranged robot can still pick it up without ending up on the same square as a character (player or robot).

I like a good roguelike deckbuilder, you managed to put an interesting spin on the genre. I admire what you were able to make for the jam. The graphics, audio, story are great. The mechanics are interesting. It has strong potential.

I played with the top cut off, it was fine but hiding the boat health / available bait.

  • I had to right click multiple times on a card to scrap it. Same for selecting a fish to hook, it took me a couple of clicks to select one.
  • The map is hard to see, the icons are small and the colorful background takes the focus out of the map.
  • Regarding the cards, it would be nice to visually differentiate damage and health, I had to guess which number was what.
  • It would be a good idea to have a visual indication if a card is playable or not, especially in my situation where I needed to mentally track the available bait, having the top cut off.
  • I would prefer having a bait indicator above the decks and the hook / end turn button on the right like it usually is in other game of the genre.
  • The boat could visually change based on the remaining hp (maybe be progressively destroyed), instead of having hps at the top right of the screen.
  • Last thing, the merchant screen throws a lot at you, I would suggest to see card in sale at first and maybe with the click of a button, be able to sell your own cards. It would fit more things on the screen and would avoid the need for horizontal scrolling.

With some improvements, this could become a really good game. Good job!

Thank you for playing and for the feedback!

Thank you for playing and for the feedback! It was my first time being serious about doing pixel art. I tried it several times in the past but not really making anything.

Fun idea. The shooting felt great, and it’s nice to have a crosshair to see where you shoot. The audio works well.

I would have preferred to be able to shoot while the button was pressed instead of having to click for every bullets, but that’s just because I don’t like clicking with the mouse a lot. I did not find how to build other weapons, pressing escape did not bring up a pause menu.

Good job on your submission!

I like this idea a lot. The graphics and audio are really good. I can see a lot of potential and would happily play it if you would continue working on it.

I don’t know if I am missing something but the enemies can attack diagonally when the player can only move in 4 directions. Also it’s a bit strange when the enemies move to another square instead of hitting you when they are already next to you. It’s not totally clear to me how combat works, it does seem to have something more to it than the traditional bump attacks found in the genre.

Thank you for showing me how to do a tutorial, for my game I initially wanted to do something like that but time said otherwise…

Great submission, good job!

It’s a great take on the horde survival genre. It’s interesting than instead of running around, you have a clear goal as to where to go. I like that you can’t turn around and go back, it pushes you forward.

The road could be made wider to space out the buildings a little. I feel that there is too much on the screen at once.

Great submission!

It’s an interesting idea and has potential. I like the different speed options. It’s great that you can build bots from different parts. Maybe having parts be of different sets, giving bonuses if you have a complete one, could be a fun addition. It would help give you an idea for what build to make.

When building the bots, it would be nice to see what part goes into what slot, even if it makes sense that the head is first and legs are last. Also, when you choose your loot after winning, it would be a good idea to add a way to see the parts you already have. When trying to find parts to build a new bot, I could and up with two heads and no items and/or no legs because I forgot I had a spare one.

Good submission!

You have a really good idea. The story about the racoon looking for trash is great. The platforming controls are well done. I like the introduction of the different uses of the gum and having the last level be the one where you can choose which power to use. This shows potential for a complete experience with more powers and more levels.

In the last level where you can use all three powers, the sticky gum had less uses than the balloon. It’s easier to go up with the balloon. Maybe the sticky gum can be used in platforming where you need to go carefully down a path, instead of just jumping down.

Great submission, good job!

I really liked playing it! The art, music and story are great. I love the snowman on the house. You have a really good interpretation of the theme.

In addition to invisible walls, you could have trees, rocks, something that tells the player where the map’s border is. It would clearly define the play area. And I like the snow on the character’s shoes when walking, wishing they would leave footsteps in the snow as well.

Great submission, good job!

It was really fun to play! I like the combo idea a lot. You have a great variety of weapons. The dash felt really good and it’s nice that you can pick up weapons with it, especially against the boss. It has a lot of potential, if expanded further.

I had one tiny issue, I died at the same time I finished a combo resulting in the “prepare for next wave” UI piece not clearing itself.

Great submission, good job!

I really like the idea of a cat filling a box with balls to unlock doors. The cat have some great interactions with the environment and is well animated. Also, it’s a nice touch that you move the cat using a laser pointer.

I managed to get the box stuck in a wall in the first room and a lot of the times, when balls are next to a wall or object, it’s difficult to move them out.

Great submission, good job!

Thank you for playing and for the feedback!

This shows great potential. It is an interesting mix between different things. The graphics are clean, I like it.

At first what I thought to be just a match 3 mini-game, is in fact better once I figured out what the energy is for. I like that you can move things around even if you are not making a match.

Good submission, I would be interested to play it again with more upgrades.

So I tested it, going back to the defaults controls then redid my mappings. At first, it had no effect. Then resetting them again and redoing them, space was not working. And for my third try, I just changed the place parts setting from Space to … Space and it worked. It feels like it’s random when it wants to work and when it does not. I use Firedragon, which is just a Firefox fork that comes with my Linux distribution.

Despite the bugs I still could experience your game just fine, I initially played with the default controls.

I had a lot of fun playing it! I like how you implemented a bullet hell with slow motion, it works really well. The part where the red bullet come from the left and the right is really satisfying to pass through.

It’s interesting that you took traditional classes and put your own spin on them. My favorite was the druid, truly unique.

This game shows great potential for a complete experience. Great submission, good job!

I like it a lot, a great idea coupled with really good graphics. You built an interesting world that shows potential to be expanded upon.

I noticed a couple of bugs: when you go to the controls options through the pause menu and go back to the game, the UI showing you objects you can place disappears. Also, in that same menu, I changed the place part action to Space and skip typing to E and could no longer place objects (using Space or left click or any key).

Great submission!

Thank you for the feedback!

Yes, the turns should be quicker. Regarding the robots stacking, the robots should avoid each other and not be able to end on the same square. Maybe in some circumstances they can? I will look into it.

I like the approach to the theme. The graphics are nice.

I would like to have sound effects for hitting enemies and when I get hit. And I would like to know what each upgrade costs. When I see “not enough materials” and I have some, I am left wondering why it does not take the upgrade. Also, it would be nice to see the upgrades on the character sprite.

Congratulation on your submission!

This is a solid submission, very polished. The art is great, the writing too. I appreciate the skip dialogue button and skip tutorial setting. And I like the different achievements, makes me want to get them all.

Good job!

I really like your take on the theme. It was really fun to find what animals worked best in the different locations. The writing is really good, it made me laugh more than once.

Great graphics, great audio. Good job on your submission!

I like the mix between Tetris and connecting pipes. At first I played it like plain old Tetris but I knew I was missing something. When reading the comments, I realized you can connect pipes, which makes sense. And then, all I wanted was to connect pipes. It’s definitely interesting to have to balance clearing rows to player longer and connecting pipes to boost your score.

Also, the audio is great.

Great submission!

Thank you for playing!

Yes I acknowledge the turns should be quicker. It was great during development to see if the enemies are behaving the way I intended them to but for the release, it should have been changed.

Thank you for playing!

I agree the turns should be quicker. And yes I need to make the player turn more obvious, I am thinking of adding a sound effect for it. Also good call about player abilities, I will think of something.

It’s understandable, I too rushed so many things in the last two hours…

I had fun playing it! The atmosphere and graphics are great. The door physics when opening a storage unit are well done.

The sound is a little loud, an audio slider would have helped. And the mouse sensitivity is too low, fortunately I can increase it on my mouse.

I got jumpscared by mannequins, great submission!

You have a great amount of content with distinct towers. I like the narration especially how each tower is introduced. And I appreciate the variety of the supported inputs (+1 for keyboard only).

The game is easy, I placed a lot of towers on the left and it worked well. Also, there could be a way to see upgrades on towers without needing to click on them, like a popup displayed when you hover over them.

Overall, a solid submission!

I really like the horror atmosphere, the writing is great as is the screen effect!

I would like to see the upgrades I currently have. Also, the enemies end up to fast on you. It would be nice to see a feint outline of them, to not have them be completely invisible and give the player a chance to react to them.

A great submission!

Thank you for the feedback!

Yes, the turns should be quicker. About not getting an ending, I looked at it and identified the issue, I will fix that.

I initially wanted to make a tutorial that clearly present the enemies with what they do, so I will definitely improve that part on a future update.

For the enemy spawning at the top left of the screen, I am not sure what that could be because I don’t have logic for spawning enemies but I do for when a thrown object hit something and drop on the ground. I will look at this though and see if something could spawn where it should not.

I like how you implemented every wildcards. There is a sense of accomplishment when you get an achievement. The randomness of the trucks offer a welcome variety. And when you get your second truck, it opens up new things to play with and shows some good potential for the game.

One little thing that could be improved is that I would like to be able to see a description of the status effects when hovering over them, with their remaining turns. As some status effects stay longer than others, it would be great to communicate it to the player.

Great submission!

Thank you for playing!

I had an idea about the player driving away from the chaos in town, after repurposing the robots’ parts to make some kind of vehicle. I might implement this, need to think about what could be different from the first part.

And I just put Into the Breach on my list of games to play, was on an extended one but now it’s higher.

For pixel art games, you probably want to set the default texture filter to nearest, but maybe your font is not well suited for games. For example for my game, I initially tried with one font, but then I thought it looked strange so I changed it for one of the fonts found on the kenney.nl website.

Thank you for the feedback! Yes, I agree about the turns being slow. During development, I did not really notice the robots moved slowly but that was probably due to the fact I wanted to see if they move the way I intended them to. But then, when playing, the player does not want to sit around and wait for everything to process. I learned my lesson for next time.

I am planning to take all the feedback and publish and improved version sometime after the rating period is over.

Thank you for the feedback! I definitely agree that the player needs to be notified in some way about their turn. I will think about it.

This is a fantastic game! A great difficulty curve with the hardest level at the end. I like how you introduced the different mechanics in the game, it’s all very clear.

But my favorite part is the sound effects. Can I nominate them for a sound effects of the year award somewhere?

I really enjoyed playing this game, good job making it!

The graphics and sfx are great.

It is unfortunate that you did not finish you original idea. I would be interested to play it again if you would develop it further. You have a great idea, a mix between collecting and building with some automation with the robots.

Still, it’s great that you submitted, even though it’s a short demo of what could be a fun game.

Using fallen enemies as ammunition is a fun idea. However, the chairs go too fast and end up on the player for a quick death. A way to restart without having to refresh the page would be appreciated. Also, I noticed the splinters don’t seem to hit the slimes. So at the moment, it is really hard to survive. But with some work, this could be an idea worth building upon.

Congrats on submitting.