Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

brendancopps

7
Posts
2
Followers
A member registered Aug 01, 2019 · View creator page →

Creator of

Recent community posts

Hey, played and left a rating and wanted to leave some extra thoughts. Loved the little animations on running/falling/idle, camera doing a little spin on entering the level, and the tutorial got the mechanics across really clearly. 

I made it all the way to the end, but I think some of the solutions are really difficult. It requires you to kind of make a checklist of all the things that could be reversed and have to test them all. I didn't realize the entry portal could be reversed as well so I spent a bunch of time running around the level trying to figure out what I could even interact with.

My last recommendation would be for some onscreen indicator (beyond color) that tells you if you are reversed or not. Color is good, but I forgot very quickly which color was supposed to be the reversed color.

Good Puzzles. It took me a while to get through them. Especially level 8 for some reason. 

It honestly feels like a complete game. The mechanic is straightforward and works intuitively. The puzzles are discrete and feel satisfying once you figure out the answer, and there's even a built in tutorial in the first few levels. Overall, excellent job.

Good Puzzles. It took me a while to get through them. Especially level 8 for some reason. 

It honestly feels like a complete game. The mechanic is straightforward and works intuitively. The puzzles are discrete and feel satisfying once you figure out the answer, and there's even a built in tutorial in the first few levels. Overall, excellent job.

It's a fun game. It reminds me a lot of the flash game "Age of War". I'm not sure that I completely understand the concept of giving your soldiers raises, and I think that part of the game could use more explanation somewhere that explains what happens as a result of that decision. Even without that mechanic, game still holds up pretty well.

Also, a couple of times each game all of my units would die all at once? I'm not sure if that's a mechanic that the other side has to prevent flooding with cheap units (some kind of weak aoe) or if it's a bug. If it's a mechanic, that's a great idea, but I think that it could use more signposting.

Overall, really liked the game, already spent around a half hour playing it and trying to find some degenerate strategies. I think the miners are really (too?) powerful, especially because the additional money they give persists between rounds. I managed to get so many miners that I could spam units as fast as I could click and still gain money at the end of the round. 

I like the game a lot. My success in the game seems to be very luck based. Sometimes I start and immediately run into a lot of resources and other times I'm traveling for what feels like minutes while only seeing asteroids. I notice that sometimes there are resources below asteroids, maybe I'd find more if they always float above them, although I like the idea that you sometimes need to dance around an enemy and an asteroid while waiting for fuel to come out the other side. Maybe a good future improvement would be some kind of radar to point you to the nearest of each of the three resources - I think that would help reduce some of the random swinginess a lot.

Excellent game. I found it to be very intuitive and a lot of the mechanics (saving gas by using the tractor to fling yourself around asteroids) feel like a natural extension of the tractor function. I've already spent a bunch of time on it and I really like the music.

I thought the game was fun. The slow movement, high jumps and low gravity makes everything feel very floaty. A couple of times I was jumping while pressing one character into a wall and it seemed I would either get a superjump (and skip a few platforms) or get stuck in the wall. Overall, good idea, but I think there's room for more exploration here. 

Awesome mechanic. I think that I had the most trouble with trying to understand if two balls were tethered together, or if I was tethered to a ball. Maybe some UI/color changes could help me understand my own state better. Otherwise I think the mechanic is really easily expandable to a lot of interesting puzzles.