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ACartlidge

8
Posts
A member registered Nov 26, 2023 · View creator page →

Creator of

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Very juicy and satisfying!  It's cool to learn from all the small details you added, like the eyes subtly following the cursor and the camera movement when you reset.

Stressful!  It was fun to think through the pathing, because I think you cant win if you do it in the wrong order.  Ended up being kind of a puzzle vibe, where you have to try it a bunch of times to get it right.  If you pursued this further it would be cool to lean into that with more mechanics (eg more tasks to do in order, a different ghost that is attracted by flashlight, or areas that are booby trapped with a monster laying in wait).  Nice work!

Really really fun!  I got drawn in by making the shurikens as OP as possible and running around clearing enemies out.  And of course top notch SFX.  The game had fun meta-progression with all the upgrades.  But one gripe would be when I was playing a single round/run I wasn't sure what my goal should be.  felt like the time was limited and I couldnt really influence that, and so maybe I should try to farm more currency for upgrades, but I lacked feedback on what was giving me more of the currency (was it time alive or killing enemies).  

Music absolutely bops, and I like the visuals.  I agree with all the comments on feedback, I couldn't tell when I was hurting an enemy or it was hurting me, which made it confusing.

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Really fun, as soon as I saw all the upgrades and strategy choices I knew it was gonna be engaging!  Also loved the visual polish and art style.  A few smaller bits of feedback: 1. sound would have been so satisfying, I get just a time thing.  2. the units could go off the right side of the screen to fight the enemies, so I think I missed out on a bunch of the meat because it dropped off screen, and that set me back.  3. It was frustrating that every time I bought a battle unit it moved the miners away from the crystal (though if it was intentional it's kind of a cool choice, it makes things more frantic for sure).  Great work!

This is neat!  I loved amassing more and more balls, its super satisfying!  I think the red and blue balls as a mechanic was fun, but trying to defend the square was a little less fun.  Since everything moves so fast you can only really try your best to follow the square and see what happens.  It could be more fun to have to be more strategic, and choose between defending and collecting balls, maybe that would require everything just moving a little slower?

Love the concept, time is literally the enemy!  But it was very hard, and also it wasn't immediately clear whether I was supposed to "block" or "catch" the red things.

Art style was cool and I found the game pretty engaging despite how simple it is.  It would've been interesting to incentivize players to leave the garden instead of standing there and shooting.  For example, maybe the could run around for powerups.