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authw8

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5
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A member registered Aug 18, 2018 · View creator page →

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This game looks very cool, and I love the change in music/overall vibe as you transition between real world and spirit world.

Maybe I'm just bad at this type of game, but it felt like the number of enemies ramped up way faster than I could handle, especially given the three-step process required to kill an enemy for real. All of my playthrus were basically: I kill the first few guys and then get completely overwhelmed by a zillion enemies. Maybe the game needs a slower ramp-up to full mayhem mode. It is also pretty overwhelming that for every single enemy you need to go through a whole process to kill it for real. I wonder if maybe it would make sense to have enemies/obstacles of some sort that DON'T need to be three-step killed so you can create the level of mayhem I think you're going for without it rapidly becoming totally unmanageable.

Overall though it's a neat idea with a very cool presentation and style. Grats on the jam submission!

I hadn't played a game like this before, but it was a neat way to simplify a strategy game. Cool presentation and a slick input style (plus it's mobile friendly!).

I feel like it could have used some more complex systems though - if the four numbers were related to each other, it wasn't really clear how. It didn't feel like I was pursuing any particular strategy or plan, and instead was just trying to pick the "best" option each time. Maybe there was more going on behind the scenes, but if so I did not figure it out, and I was able to beat it without needing to dig any deeper.

I had fun playing through it though and enjoyed some of the goofier characters and choices. Cthulhu fhtagn!

Scored somewhere in the 200s. Really cool game! A simple mechanic that's easy to understand but feels like I only scratched the surface of what I could do with it. Great work!

Thanks for the feedback!

I'm too drunk for the later stages but this is a super weird idea. I love it.

I really enjoyed juking out the enemy fighters and making them crash into the wall. The overall feel is really tight. The concept (space shooter without shooting) is simple, but I think your enemy types really explored a lot of interesting ways to interact without shooting.

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Really clever. Playing it felt weirdly identifiable. It's a cool tool just for analyzing Metroidvania structure, too.

Really cool idea. What I really like about is how it makes me feel the way I feel in real life when I have to carry around a bunch of stuff and shuffle it around to find my keys or something. Taking away the inventory screen made the inventory interesting for once.