Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

zanagi

41
Posts
4
Followers
A member registered Jul 28, 2017 · View creator page →

Creator of

Recent community posts

(5 edits)

Changelog

Oct 2nd, 2023:

  • Added stories to Challenge Levels 4 & 6
  • Added 2 spells, "Pop" and "Reroll" which are now introduced in Challenge Levels 4 & 6 (Fully available in Endless Mode)
  • Lowered Challenge Level 6 clear requirement by one tier
  • Minor text & bug fixes
  • Added a help line to indicate where a veggie is going to drop

Update July 17th, 2023:
Fixed a bug that trivialized the fishing minigame if the player was repeatedly pressing multiple different "allowed" buttons.

Really addicting, great job! 
If you ever plan on updating the game would love to see the ability to upgrade your pillow :)

Really nice game! If you're planning on improving the game would love to see some levels with some larger, non-single tile blocks :)

Thanks for playing!
Yes the pressing multiple buttons thing is a bug, the intended way was to just use one button :D

Really smart take on the theme! If you're planning to develop the game further, would love to see a pickup or a special ability that temporarily reverses the matchups while active.
My only minor gripes are that the start timer numbers blocks the initial role matchups in the center, and that contact seems to be possible from the opposite sides of a wall.
Overall, an amazing submission!

Really nice and short game! Also loved the second phase transformation.
I made some of the heroes chase Brian to the lava in my playthrough and was wondering if that did anything?

(1 edit)

Very nice take on the theme and really nice sprites!
I feel like there needs to be some sort of limit to how much healing the player can take from priests. To me, the optimal way to play seems to be just pressing left and right repeatedly (so that the wizard effectively stays in place without taking damage over time) while surrounded by priests. This way I could offset any damage taken from damaging priests since I would be always be hit by priests.
Overall, a great submission!

Very enjoyable game with great sprites!
If you're planning to improve on the game further I'd love there to be some sort of incentive for going fast. Currently, there isn't much stopping a player from stopping at the first bush they see and hiding in there until the frog is gone (got over 3km and 50 mangoes this way myself). Maybe there could be some baby frogs slowly coming from behind that will check the bushes as well :)

Really interesting concept and great take on the theme :) Congrats on the submission!
What I didn't seem to understand was how to get the people to finish rating the game/level after submission. One of the windows said that I had to clear my game to get it rated, but it seems like getting the coin with the player wasn't enough?

One of the funniest games I've played :D
Congrats on the submission! Glad to see another fishing-related game.

Great to see an attempt to make a story-rich game, also beautiful visuals! One minor nitpick I had was that player was able to move when talking and interrupting fishing, but still enjoyed the fishing minigame, nice to also see another game related to fishing minigames :)
Congrats on the submission!

Really interesting idea.
A bit slow at times (would've loved to be able speedup the gameplay a bit) and mostly clearable just by judging fairly while taking bribes.
Still enjoyed it quite a bit, and congrats on submission!

(1 edit)

Lovely game and well-designed levels. :)

Really nice game! Loved the take on Space Invaders and especially the defender-attacker transition.

Some feedback from my playthrough on the browser version:
- Visualization for spaceship health; I picked some "restore health" or "+1 heart" upgrades but couldn't see how much health I exactly had, had to guess from spaceship color.
- Starting from the second alien wave onward, I felt that shooting being limited by energy made finishing the wave really tedius, as I had to wait quite a long time before finally managing to defeat enough enemies. What do you think about adding some energy refill pickups that would appear occasionally?
- Not sure if or bug or intentional, but on the third wave as attacker, the alien enemies slid below the screen before I could finish defeating enough of them. And then nothing happened, couldn't hit enemies below the screen and all I could was wait for asteroids to hit me. Then when I started a new game the aliens started to come down super fast, causing a game over in ~1-2 seconds.

Sorry for the long feedback text, but I really did enjoy this :)
Congrats on submission!

Lovely game!
The combination of sound effects and feather particles when chickens are hit by cars makes it really satisfying, would've loved to hear a few chicken sounds at times as well :)
Started to understand the resource system on my second playthrough and managed to get Master Chicken Assassin. Maybe a minor nitpick but I feel like the basic red car is a bit too spammable,.

Overall, an amazing submission!

Congrats on submission, really enjoyed this one! Was able to clear without much issue by slowly destroying all towers, and getting all the upgrades.
Aside from what others have mentioned, I'd really like to see some visual feedback on hitting enemy towers (either health bars or some visual hit effect). Currently, the sound effect that triggers when you hit a tower gets easily overlapped by the player's shooting sfx.

Thank you for playing and the feedback!

(1 edit)

Really nice aethetics and gameplay! Got 13100 points, level 8, in my playthrough.

I had a few situation where A) I was trying to place a card right when the game did, which caused me to mistakenly place two cards and B) I was confused as which "player" was the active player. If you're planning to continue development, I'd love to see the "player" highlight move/animate to the next "player" after placing a card. This would make it more clear who is the active player, and if placing cards is disabled during the animation it would prevent accidental double card placements.

Really interesting idea, congrats on the submission!
If you plan on improving the game on the future, would love to see the game highlight how the player did after each tip (e.g. showing a big "PERFECT" text).

Very funny game and visual, great job!
I think I encountered some sort of bug in one of my playthroughs where I was hit by the claw but the game didn't give me a gave over until after ~30 seconds.

Great game!
Somehow brute forced my way to the last level before realizing that you could move the fish while biting xD. Still took a bunch of tries before I managed to clear it, very nice difficulty.

Nice! Thanks for playing :)

Great game! Was positively suprised to see a few tough situations at the end where I felt I had to give up a few coins.

Thanks for playing! Glad you liked it :)

The part about about pressing different keys at the same time, it's a bug yes. Realized it some time after submission deadline :(
The intended way is to press a single key during the fishing parts.

Captured the underwater feeling perfectly! Nicely challenging as well.

Had one issue in one of my playthroughs where the camera/screen went past the mine resulting in a failure due to being unable to see the mine. This happened somewhere around the area after the first 2 bubbles coming from the bottom.

(1 edit)

Really enjoyed this one! As others have already mentioned, slight issues with the camera, most noticeably if the gravity causes player to die at the start of the level (I think this happened to me on second-to-last level), but nothing major.

If you're planning to continue development in the future, would love to see horizontal, left-right gravity, which would make it possible to create even more complex levels.

That's a great idea, thanks for the feedback and thanks for playing! :)

Nice game! If you're planning to polish the game in the future, would love to see the NPC being able to change their look according to the current dialogue, and maybe having different dialogue options based and player characters' level/class.

Interesting idea. I tried a strategy of letting people win when they were betting low and making them lose when they were betting high and it seemed to have worked decently. For future, maybe adding different tiers of winning (e.g "win little", "win jackpot") could add some more strategic depth.

Very interesting idea.
The mouse desync (on WebGL at least) makes things a bit hard but not too bad.

I found it a bit weird that the snake had no issues going through it's own body after a deadend, maybe it could reward the player with some bonus points, or maybe even some special blocks? Currently, it seems that a player can just place blocks as fast as they can and try to create a maze asap. What do you think about adding a timer for refreshing the blocks? That would limit the speedrunning-type of gameplay, you could then give out some powerful blocks to player when the snake hits itself to reward the player for strategic planning.

Really nice aesthetics.

Really nice puzzles!

Funny concept, still no idea why chickens can kill me :D

Fresh take on the theme :).
Really liked the idea and lovely sprites. Played the game on a keyboard but felt that the grid movement was a bit hard to control precisely, but eventually got the hang of it.

Really nice artstyle and the sounds were funny :D

Really fun concept :) Lots of potential for the future with how creative players can get with their drawings.

Cool concept!
Would've liked a secondary goal (hi-score, win condition?), since currently the goal seems to be avoiding a game over from all the incoming downloads.

Wow, suprised you discovered this one :D, Thanks for playing!

 There are only two endings.

Also windows build, in case problems with the browser version:

https://drive.google.com/drive/folders/0ByyQUXTorsxqd04yY3pObG5vMkE