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Kohan

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A member registered Oct 11, 2019 · View creator page →

Creator of

Recent community posts

Awesome idea, I think it has great potential and I would be happy to see full game of this kind on Steam.

Good game, but I feel like it's unbalanced.

Thanks! I'm glad you kept playing despite performance issues - I guess the real-time lighting is the main culprit here, but It is also the star of the show!

Well executed! I just wish you could crash mouse cursors into each other or that the laser mouse could shoot down other cursors - that way avoiding cursors would have strategy element to it and it would make it more interesting.

Thanks! Actually we got pixelation effect from asset store for free Pixelation | Fullscreen & Camera Effects | Unity Asset Store. Combine that with good lighting and you have a recipe for good looking game!

Thanks! As for fonts being difficult to read, the problem is even worse on ultrawide resolution - and I won't lie, It was just easier to put them under pixelation shader and call it a day haha. If we ever get to work on this game again there will definitely be proper, readable fonts.

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Damn, I'm sorry to hear that. The conveyor belt is supposed to move and bring you new weapons to smash - If that's not happening then It's definitely a bug. We fixed similar bug at last minute before submitting, but I guess we didn't fix it completely.

Awesome idea and execution. I kinda hoped that you could walk into other windows or grab them with hook, but the game is great anyways!

Giving perks for turret was awesome idea - it really ties the whole thing together and It gives this interesting difficulty curve where it's simultaneously easier and harder.

Awesome! Hiding bullets in pants 10/10 would do that again.

Brilliant! Finished all levels, It's simple but engaging, I just wish it was a little bit easier to shoot down enemy projectiles.

Great idea and good execution, although it felt somewhat random at times, but I managed to think of some strategies to fight that randomness.

"Can you add Catwoman" lmao

I like that compared to regular tower-defense games here you have much more freedom to place your turrets/units and you have to try to anticipate which path enemy will choose. Overall idea is great but the game lacks polish and the units often got stuck.

Art and music are great! As for gameplay It is relaxing but I won't be lying - at first I thought I am supposed to make a potion that doesn't explode and I was wondering why It is so easy haha. Then I read the description and realized my mistake.

I like the idea that you need to more or less comply to wielder's will because It makes you consider If It is worth It to comply now and make bad move or you can make your own move and hope that on the next move wielder will do what you want. Besides that obviously audio would be greatly appreciated, even good music alone makes a world of difference!

Good idea, though I think It isn't really engaging for player as most of the time you can just spam Arrow Down and you will be fine. Also as someone already mentioned sometimes (or even quite offen) some pieces already contain 3 blocks of the same color. Overall I think if it would be a little more challenging so the player has to think through his moves It would be great!

Thanks for honest feedback! I agree with stale and frustrating parts and I wish we had a little bit more time to work on this.

Thanks! I like your suggestions and they would definitely add depth to the game, perhaps we would add them in later stages of the game if we had enough time, but this year we wanted to make a game that is really simple so you can just jump in and figure out what's going on without tutorials so that's the main reason we only have one game mechanic.

Thanks! When playtesting we realized that sometimes you just end up only destroying items and It's kinda boring so I agree - the system which would spawn mostly the items you need would be perfect. I just wish we had a little more time to implement it.

Thanks! And yes, we made it so that weapons which contain a part you need simply have a higher chance to spawn. In some cases It's not a perfect solution, but unfortunately we didn't have enough time to write something more sophisticated.

Thanks! Indeed under pixel shader everything except UI is 3D. We didn't have an artist so it is kind of easier to make a good looking game that way because pixelation hides imperfections and differences between different assets.

Beautiful game. Art, music and atmosphere are so good that I just wanted to keep playing after first few seconds.

Almost skipped that game because I thought It's just another shooter! I think you should make it more clear that it features programming your AI (either mention it in discription or put some UI button / hotkey icon to open programming menu). And Im glad I didn't skip the game, because I LOVE the concept of programming. Of course the game could do with some polishing - for example it's sometimes difficult to differentiate between enemies and projectiles. Also the pacing of the game is too slow I think - you need quite some time before you gain enough blocks to do basic programming. But I guess there wasn't enough time for that because the mechanics where time consuming. All in all I really enjoyed the game and It's the game I played the longest in this jam so far.

Great art and music! It really makes this simple idea a pleasure to play!

Thanks! You can actually restart level with 'R' key or button in top right corner in case you get stuck, but I guess thats another thing I forgot to put in description, so thanks for reminding.

Yeah, the time is the worst enemy. I guess you could add enemies with different kinds of projectiles - for example with homing projectiles or with laser / railgun attacks. But I suppose those mechanics would also need the player to be able to dash.

Graphics and sound effects are spot on! - it looks really polished. Gameplay is also great, but I kinda wish there was more variety in enemies, altough I understand that there probably wasn't enough time.

Thank you. And thanks for your remark about description - It's easy to forget that other people havn't been playing our game for previous two days, and don't know rules of game in and out, haha.

Thanks. Tutorial or rules inside game would definitely help, but when you have so little time Its easy to forget about these things!

Thank you! I intentionally picked music and art to make it relaxing, so I'm glad It didnt go by unnoticed.

Thanks for feedback. I still think we could do a better job with showing where the dice would go next, but at least Its playable. But as for art, man I wish we could have better art, but 2 programmers and 0 artists Isn' gonna cut it, haha.

Thanks. I agree that showing adjacent faces would definitely helps as for now Its quite difficult to plan ahead.

Thanks. We kinda realised planning ahead was a problem but now I think we could have give it more thought. 

Love it. I think you nailed the atmosphere and art.

Good game! I really liked the taking-over mechanic, It results in interesting puzzles. I think you should revisit this game once you gain some experience.

Thanks for feedback. I was kinda aware of the problem with controlling, but wasn't sure how to fix it for keyboard - I guess maybe we could just give up diagonal movement.

Thanks for feedback. I'll try to keep in mind accessibility of my games in future.

Not gonna lie, I was quite confused and didn't know what to do, but the atmosphere you were able to build is incredible. Entering program through computer, music and awesome effects - all these things give really good immersion . The only thing that imo doesn't fit the atmosphere was movement - I think It's too fast/platformer-like.

Thanks for detailed feedback! Difficulty might be indeed a little bit to high, but It's just so hard for us developers to balance difficulty level, because we play our game so much that It becomes too easy for us, haha.