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Zerarch77

11
Posts
4
Following
A member registered Jul 15, 2018

Recent community posts

(3 edits)

Fun game! A few areas to improve:

1. Each enemy with unique behavior should have a different appearance and vice-versa. This is basic game design.

2. Charging a long bar just to kill one enemy is unfun. There should either be a non-charge attack for this or stragglers should flee in terror.

3. Shield enemies have WAY too much health. Shields should grant no more than 2 extra hits.

4. Powerup should not appear randomly for how much it affects gameplay.

(1 edit)

Beat all levels. I like the idea, but too much of the challenge comes from imprecise movement (too fast accel/decel/topspeed) and the fact that the game doesn't hold "down" for you at all times. If the basic controls are too difficult then higher level gameplay cannot emerge. Instead of using spacebar and mouse for jump and parry, map them to keys which the player can access with their opposite hand (whether they use WASD or arrows to move).

I beat 20 levels with no strategy at all.
Random chaos in place of game design.
Trajectile > Peggle > This

When I hit the "defaults" button in the sound options, the balance changed from its initial values.

When I changed the color of keys/doors, they didn't update until I quit and re-entered the level.

Neat puzzler. The puzzles seem to tend toward more toward complexity than depth, but the design space is explored thoroughly and the difficulty curve is good. Well done.

A concise yet effective critique of "meta puzzles" in puzzle games.

Excellent inversion of vanilla Sokoban. I enjoyed it a lot, although the level select doesn't work (I'm using Chrome)

Gives "blockchain" a whole new meaning.

Solid sequel. I like the crumbling blocks, but since they replace the hammer the overall complexity is about the same. This game seems to be more action-based, but not to an unfair degree. Although it's very similar to the first Economical, I enjoyed it a lot.

Hint #2:

(2 edits)
It can be solved from this position.