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AmazedCreations

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A member registered Jan 16, 2023 · View creator page →

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Happy you enjoyed it! If you'd like to see the ending we have just uploaded the hotfix build. :3

Interesting concept but I think it turned into button-mash galore xD
It would be good to have any visual indicator at the moment when turning is possible, so the player has some feedback to practice their timing with.

Solid but I think needs balancing, I have no idea how not to get into negative Karma because of pirates ^^;

Well done, simple yet engaging. Very complete. Almost too difficult but not actually in my opinion. Some more levels and an optional pick-up on each and it's a Title. :D 

It was interesting  to get into the mind-set of this puzzle.

Thank you for your feedback and glad you enjoyed! We hoped colour coding  would be enough to suggest the meanings, but now as I look at it maybe it is not consistent enough.

A very pleasant execution of a classic. I love how much character it has and the overall polish with sound and danger telegraphing! It really looks lovingly created, keep gamemaking please!!!

Well executed, a bit rough on the music looping, but, it would be perfect if the music was breaking off at the moment of harvest. That way you could turn a bug into a feature :>
I really enjoyed the mood.

I think the biggest issue of this entry is that the core player activity here is opening and dismissing the 'I don't need this' dialogue, which won't be very interesting for a player. As a consequence if player starts dismissing these dialogues quickly they are going to miss the dialogues that have a different message.

I think better solution is to only have a single input from the player to handle the items they don't need. Perhaps more, dialogue is better saved only for when they find something useful as that is what their attention is better focused on.

Thanks for stopping by! You're right, although the health meter is obscure on purpose, changes are currently not noticeable or intuitive enough, we will be definitely working on it.

I'm very glad that you enjoyed and even more that you beat it, as we were worried about balancing.

About the shells we may be revisiting colours, but also adjusting sprites as the hexes ended up smaller than anticipated. Actually downloadable version with full resolution should already be a better experience.

I haven't thought about danger types giving clues about surroundings kind of design, but I like it! We are actually thinking about what to add, so all ideas are much appreciated!

Good work and interesting concept. 

In my first game I didn't encounter any sharks for a long time, so it became a bit boring, however when one appeared I got so surprised I stood no chance.  x'D

Personally I would like to have another, easier type of challenge in the game alongside the sharks, to stabilize the tension a bit.

You have a nice base there to add more features to :) Nice trick preempting the danger with music motiff... makes it also feel a little bit like Don't Starve... except there the clock is what preempts the danger.

Pure joy to thump to the beat!!! *_* I can't stop ._.

If I can say something, this game needs a rhythm mechanic very badly: make the streak of timed hits heal the checkerguy, so when the board gets full the player can chain up those sweet, sweet beats!

Mmmm, okay, then this must be a problem with responsiveness of block placement, not every click worked for me, maybe it builds up as island gets bigger, or maybe its an issue of the embedded build.

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Well done, beautiful little puzzle. A bit frustrating to keep dragging these resources and then you find how the drill works, and you can win!

I think the drill could be more expensive to afford it only later when there are too many enemies to carry enough resources, to make it feel like a kind of system level up before victory.

Very cute  and nice idea for tower defense by sandcastle-building. I really wish the walls worked differently, but not sure how, maybe just slowing enemies but without taking damage? That would allow general rebalancing. Currently I find towers to be way more useful if not OP with use of Attack Buff Towers. 

It would be gerat to have more visibility which towers are actually affected by buffs.
I also wish the castle building, as much as it's lovely visually, also had mechanical effect.

This definitely has more to it than meets the eye! I had a lot of the fun clicking to the rhythm of your upbeat soundtrack, especially at the beginning. It can be also interesting to customize the island shape.

Some quality of life features would be welcome. I get the concept of clicking once per beat but the inability to place buildings faster and losing selection when out of resource can be pretty frustrating and break the amazing flow there is potential for. It would be also useful to be able to place multiple blocks at once, especially that the scaling is such that a lot of blocks (or patience) is required to afford the highest blocks.

Loving the mood, plus placing these huts makes me nostalgic for Pharaoh xD kinda wishing the homes were also merging similar like in Pharaoh.

Definitely well presented. The concept is stimulating and fresh even if it feels incomplete. I can imagine some systems that could make this more engaging:

If the thing is to make a challenge and tension from buildings accidentally clashing some time pressure could help. Cards could have expire counter from the moment of picking up, so building must be placed quickly.

I cannot currently see any incentive to stack towers, it seems more efficient to build flat (which is also more boring). I think stacked buildings could have some kind of income bonus.

I wish there were more drastically different blocks in terms of size/shape/aesthetic.

It definitely felt fresh and I had fun with it :) I like the variety in towers even if some felt more useful. I think if you experiment with some more features (maybe things like path for the enemies, upgrades for towers, different levels with some of the features on/off) this could become excellent (in my opinion).

I suspected it might be the case, nothing lost though! With great groundwork it's only to build up from here :)

Great concept, very well executed! Great job!
I wished for one quality of life feature: to be able to select colours with buttons (like 1, 2, 3, 4) not to need to cycle. While the puzzles built up well, early (with two colours) it felt a bit repetitive. I suppose some dodging using yellow paint would be welcome there for variety.

Strong concept and execution.
It took me way too long to figure out that I need to attach the little shipwreck to proceed out of the square room. :< It could be helpful if the text wasn't overlapping it.

Spears OP ;)
I think it would be interesting to have some towers more effective against certain types of enemies.

I enjoyed it very much. Looks pretty polished too! The only thing I wish for is to have a clearer idea which animal will be head and which body, after fusion. I'm fairly sure now it's first animal added will be head and the second - body. At first I thought it was head from the left, body from the right, but ultimately I am still unsure if it isn't random ^^;

Unfortunately the rules were very unintuitive to me :< I had to consult out-of-game description often and I still didn't have a clue how to destroy the rock. The player gets a few mechanics, but without any introduction as to how they work.
I also suggest to be wary of the classic bug risk from player going the other direction (left).

I'm a big fan of your music! And how it's creates the mood. I couldn't finish the third stage though, I couldn't figure out how to combine the mechanics.

Love the concept as an incomplete Chemistry student.  I haven't verified your reactions (I have always been more into organic), but the inspiration with collision theory and thermodynamics is very vivid. I admit I couldn't reach Supernova. At times I was't sure if it's better to spam click, or click on select atoms to transform them into reactive ones. At every stage I would end up with more and more inert particles making it more difficult to push it through the next threshold. By the time of last stage the Supernova threshold seemed virtually impossible to reach. I wonder if it's by design or is it for potential rebalancing.

Much fun, amazing concept! If scaled up I can totally see an excellent tower defense game with different recipes like this! I think it would be nice to see a blueprint of result while dragging an object. As the fusion is irreversible, it would be great to see a prediction of its result.

Maybe I don't have too much expectations and I sort of went with the flow trying to get a feel of it. But no, I did not find the point of reflection unreasonable.

For something that affected me I would point out the moment where the space to position the mirror between wall and (totally not innocent) being is tight, so the challenge is both to place it quick and precisely. But the retry cycle was actually swift enough so it wasn't too much friction for me to accept the challenge.

I love the mood and aesthetic. Great use of Unity physics. A lot of levels! Seems very polished too. I'd love to see it released.

I enjoyed the challenge to place the mirrors on time. Fairly quick to retry on failure too! I also like your relaxed presentation of it. Great job. I only wish it had some background music.

Thank you for your effort and feedback! 

To be honest I was afraid the game is too easy once the player starts using RMB. It's valuable to hear about your experience I will make sure to take it into account when balancing difficulty.

I will also test for a bug preventing the sixth colour from appearing when it should, If there is one I missed it. On the other hand I do think about adding a design that will better suggest that the colour of tile itself does not count towards unlocking, because it's visually misleading in current state.

I couldn't solve the first puzzle, after fusing the hammer it breaks apart every time I try to pick it up. :<