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brinanr

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A member registered Oct 09, 2020 · View creator page →

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There is a feature in Unity (and I'm sure can be implemented anywhere else) where you pixelate the output of the camera rather than using pixelated sprites. This means you don't have to worry at all about consistently sized pixels, and the sprites themselves can even be drawn! Although the output might look odd in places where sprites rotate it would probably still look more consistent than randomly sized pixels?


For context I've only ever played one autobattler a LONG time ago, but I still don't think a deep comprehensive tutorial is necessary. If the UI gets cleaned up, I feel even people who haven't played this genre before will get it. 

I love the mechanic where the time it takes energy to reach your mechanism depends on their distance from the engine! Also I may be biased, but I don't think your game is as confusing as some other comments might make it out to be. 

One confusing part though is that it seemed like I was able to spend infinite money despite only having $1000 at the beginning? Regarding visuals, all the sprites have pixels of different sizes, which makes the art seem very disorganized/inconsistent. There were also tons of default vehicles that kept popping up in the matchmaking, which made for some repetitive fights.

Regardless, I think this is a very solid concept and I can see myself playing for a long time!

I've never seen a game so focused directly on an algorithm like this before, super interesting! But, it seems like the game was thrown on top kind of like a "skin" to the algorithm rather than the algorithm being used to enhance some feature of game dev that couldn't be done before. In other words, like the game is focused on level generation rather than being a fun game, which is generally not what players care about.

This is from the perspective of someone who doesn't really play pure puzzle games, so I'm not exactly sure how to resolve this (or if puzzle game players would even care). But hope my perspective was useful.

That's a great idea for wood/stone placement, same with plants. Thanks!

Overall, fun game and I found myself playing several times! (Although it might've partially been because I was trying to figure out how it works. Agree with the other comments that a tutorial is needed.)

Fairly often buggies would teleport to the enemy on the browser version, not sure if this was intentional. It is also unclear what scouts do. Also, if your construction facility is destroyed, is there any way to recover from that? If not, why doesn't the game just end there?

Also agree on focusing on making singleplayer the best it can be before relying on several people playing your game to make it fun.

Thanks for reviewing! Yeah, I agree the game could definitely benefit from a tutorial/instructions. The money starting at a negative is actually a bug that needs to be fixed (oops), and I haven't found that second UI bug on my own so thank you!

Hi, great game! I thought the terminal menu screen was very creative, and maybe leaning into that more (ex. turning the buttons into clickable terminal commands) would make the game even more immersive. 

The tutorial level helped me learn the game, but it seems kind of unnecessary to have it as its own level. It might be best to have it at the beginning of whatever is the first level you play.

As for the core gameplay loop, I love the idea of protecting the platforms you stand on! Maybe to add depth there could be platforms with different functions so the player has to prioritize which ones to save first.

(Also, you probably are aware, but there is a bug where the actual button is above where the button graphic should be).

If you could rate my submission too, that would be great!

Reddit exists!!

Post weird bugs, fuel my scope creep, or just rant about how sucky this demo is pls!

https://www.reddit.com/r/ceofish/


Leave screenshots of weird bugs, fuel my scope creep, or just rant about how sucky this demo is!