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Ah, I see with the level naming thing. It's really good that you switch up the mechanics to keep the gameplay fresh, well done! The guidance character seems like a fun idea, I'm picturing them with a funny personality that the player can get a kick out of.

I find it rather difficult to find people. I don't mind reaching out to the community and putting it out there, but I realized a while ago that my games won't get any players if I don't put in the effort to find them. So the method I'm using now that works pretty well, is giving back to awesome devs like you by giving all the feedback I can! That way I get to play some really fun games, while also learning the ins and outs of promotion and player-dev relationships :D

And thanks so much for playing Grass Elemental, glad you enjoyed! There are two different endings based on the move you used in the fight, and some new dialogue upon a second playthrough...

Great philosophy!

 Lately, I haven't had much free time, so I dedicated it to finishing this important update. 

Trying out your game was a pleasant surprise, and I'm inclined to adopt your approach! 

The community offers some wonderful surprises!

So far in Grass Elemental, I've encountered several different endings and game overs. I really appreciate the unexpected twists, as it piqued my curiosity and got me thinking.

 It's good news if there are still many more things for me to discover!