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andymakespasta

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A member registered Mar 30, 2021 · View creator page →

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Fight the swarm community · Created a new topic Feedback

A nice evolution of an old formula. Excellent basic design, and pacing.

Really enjoyed it, but not sure if it has longevity.


My feelings and experience of playing the game:

Being frustrated by how my ships were getting destroyed before realizing that there are different ship types.

Being frustrated by losing all my ships to an asteroid field 

Feeling good about figuring out all the ship types

Being frustrated by the alien swarm thing.

Being underwhelmed by the defense station

The nukes feel really nice.

Losing to the destroyer because I didn't understand how it worked, and I played a fast offense and had no missiles to defend against the initial meteor burst.

Doing a lot of busywork, moving ships around.

Winning by accumulating 1000 ships on the central planet before defeating the swarm.


Suggestions:

Make asteroids less punishing, more more explicitly dangerous.

Let people choose if a planet builds a defense station or missile base. Alternatively, certain planets are "defense station planets" and certain planets are "missile base planets"

The final boss appearing even if the swarm is not eliminated, and absorbing the remaining swarm. The timing can be dynamic/

Nice game, balance was much improved with the update.

surprisingly compelling with such a simple concept

Suggestions: 

  • an option to auto build factories
  • setting to more days per click should remain, instead of dropping back to 1 day

I got 4y 03m 18d (1570 days). Bottleneck was computer production. 

Thanks, this made da really real deal much more manageable.

Really enjoyed this game. There's something off about the math though. Often, at high worker counts, even though I have much more production in blue stuff than consumption (calculated via blue bar production / 4), my stores are stuck around 0.

Perfect length and final form *chef's kiss*

Would be neat if you can interact with the final pumpkin: assign squirrels to the pumpkin, which has a hungry hungry mouth.

Interesting dynamic. 

One recommendation is to have the units "earn mana" be visible: ex. a number popping up as they die, or just periodically blink to show mana production.

Otherwise, it's just guesswork if you're doing well or not.

I've played all the "progress / tower" games, and this one is one of the best made, balance and lore and "connectedness" are all well done.

My biggest gripe with this one is that item stats are really hard to read. Showing both the item stats and removed/recalculated stats in the same side panel makes it quite hard to see the actual item stats. The equipment UI needs a rework.

Overall fun little game. Cannon was interesting. The dice rolling animation is fun in the beginning, but it becomes tedious later, especially once you figure out a strategy (rolling cannons under 10 then firing maximizes expected value. )

An option/upgrade to roll dice instantly, would help a lot.

Haniwas and hyperweapons?

 ( ͡° ͜ʖ ͡°) 

sound design is really great. It would be awesome if it synched up with the music.

I think the bullets having multiple production stages is actually really cool. Instead of an upgrade that makes it 1-step, having an upgrade that automatically triggers each individual step would be better.

Really love the theme and basic design!

Same basic complaint as the other commenters: On my first character I had a farm setup that lasted too many years --- no more need to plan, and a grind to replant the same things every year. If there was a way to "replant" automatically every spring, it wouldn't be such a grind to plant x 15 times then next season x4.  I think the shrine having exponential buffing power is a little too strong, Alternative would be tweaking the balance so it's not possible without cross generation planning. Ex, shrines that remain in place grow in power, or the possibility of building more powerful shrines on top of boulders.

Really nice game! Really reminds me of balatro.

What I think the symbols on dice do:

  • dice: roll an extra dice THIS ROLL only  
  • finger: geometric? increase every time the dice hits another dice
  • +1: increase value?
  • circle: takes value of surrounding dice and add to self
  • X: multiplies value by number of matching dice

Upgrades: 

  • Increase number value of every face
  • gain 1 dice permanently
  • increase circle radius?

Great game! I really like timed incrementals.

Game gets laggy at hight coin counts. Maybe the ability to stack can help?

ex. press X to tack all empty / heads / tails into piles. that have a single collision box.

Which you can drag to spend in a pile, instead of needing to drag 100 coins.

spoiler ahead:

up right right down right up right down right down left.

Surprisingly challenging. Would appreciate some hints.

(1 edit)

Train Conductor World Map! 

Just curious, how do you ensure the player can't make themselves stuck (by merging a piece)?

Otherwise, excellent taste.

The stacking global, mutually exclusive upgrades was a fun idea, but the optimal way to play was to only use 2 tower types. (stun/slow/buff vs damage)

It looks like you recreated the art, but copied the design whole cloth.

It would be fine if you just didn't use grass -> bush -> tree -> red house -> etc. Just make it literally anything else and you're good to go???

Isn't this a rip off of Spry Fox's triple town???

(1 edit)

On the necromancy level, not sure what triggers it, but twice the game started skipping all my turns, and I lost.

Otherwise, great idea.

Hi, cool game.

I like how the dungeons rooms are connected, and the controls are smooth and visuals clear. The guns also feel nice.

Some quick improvements:

Keyboard Q/E to switch weapon. Wheel is prone to switching more than once accidentally.
When picking up a new weapon, print the name of the new weapon. This makes it clear if you're picking up a duplicate, or something you've seen before.
Text popup when collecting items (heal, key, etc.)

Interesting, for what it is.

The core of the game is "memory exploration", but the movement is really too clunky to be enjoyable.

Also, the map doesn't actually connect, it's actually a tree structure, not a real 2d grid.

I felt this was necessary with hard difficulty.

I didn't notice the rage mechanic. I did notice that the berserkers were going at pretty crazy speeds, and juggling them required a snaking path, where they would constantly hit the snags.

Easy / Normal was doable without juggling. I needed to juggle at the start for Hard on maps where there wasn't a built in maze.

Happy to play test, and thanks for making the game.

I think the stats thing is a question of audience match. There's a specific type of player who likes convoluted TD games with minimal graphics, and I think those players are also the same ones who are not afraid of number crunching.

Also, another feedback.

I like the idea that barriers can be bought for cheap in bulk, but because you can easily buy / sell barriers for free, on many maps, playing harder difficulties, the only way to win was to create two long paths, and buy/sell barriers alternating which one led to the exit. This strategy can basically beat any enemy in the game, but is super tedious, essentially "optimizing the fun away". I think a potential way to fix this is to make selling the free barriers return negative money. (Free to buy, but pay to demolish)

The problem will probably be better, once meta upgrades make it unnecessary to do this on harder difficulties.

Great implementation of classic TD!

Really enjoyed the tower upgrade system and design. They're quite thematic and interesting, especially how they change quite drastically depending on upgrade path. The flavor text is also pretty good.

I would play the s*it out of this if the planned meta upgrades were just as interesting as the tower designs.

My main gripe with this game is the lack of info: how big is the kobold bonus? Which towers are buffed by the kobold ability? How much burn does the first flame effect upgrade give vs skipping to the second one? How much health does the spider web have? etc

Also, it really should be mentioned somewhere that lava turns into walkable but un-buildable tile when the wyrm dies.

Finally, a "bug" with the spider (ba-dum-tsss). The web doesn't become larger after range upgrade until the previous web is destroyed. 

Great game, can't wait for updates!

I don't see ores in the browser version. I'll reload and try again later.

Very cute game.

Very unique and cool concept. Lots of ways I can see this being expanded.

I liked the snapshot at the end. I think "infinite scrolling arcade" games should do this more often.

One thing that I disliked: The ship is almost always struggling against gravity. I'm holding down the booster constantly, and I often struggle to gain height. I think the game would be improved if gravity were turned down to the point that players only need to be boosting 50~80% of the time.

Jokes on you, I'm nearsighted, so I'm barely affected by ocean acidification.

Just finalized my submission and made it public.

I had an idea for this game before, but this contest gave me the push to make it a reality. Also the 4-page restriction is quite limiting, but I think it forced me to streamline the design, ultimately making it better. Thanks for hosting.

I'm not familiar with itch.io, but I don't see a "Submissions" tab like the EGU Videogames Jam. Hopefully it went through. Hoping to see what other people have submitted or are working on.