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CalLavicka

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A member registered Oct 31, 2018 · View creator page →

Creator of

Recent community posts

Yeah, it's inspired from deckbuilding roguelikes like Slay-the-Spire. And yeah, looks/audio are suffering, fully expect a low presentation score - something to improve for next time! (not leaving stuff like that to last minute)

Thanks! Agreed that the polishing is lacking lol

I liked the game a lot, and all of the animations you did. I think the core mechanic of defending your controls has a ton of potential.

Funny little game, like the wonky physics. Very accurate in my experience.

This game is very fun, I can see it being a cool mobile-sized game. Honestly, this would have fit very well with last year's theme (Only one). Still fits here. Good job!

Glad you enjoyed it.

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Definitely one of the most original and interesting takes on the theme. Unlike most other takes, this one actually makes me play the game in an entirely different way from a normal turn-based RPG.  And it was quite fun and played out like a little puzzle game.Well done!

As for some stuff to improve, I think the game speed is too slow for the harder levels, and there was some cases where my unit was surrounded by two enemies, but rather than attacking one he walked into the attack of another one (who's attack was not blocked). This was unintuitive to me.

I actually really like the mechanic and think it has potential. What would make it work in a full game would be ways to reduce the size, like waiting or pickups.

I had a lot of fun with this game! It got out of control fast.

Once I figured out that you had to hold the space bar to attack and not just tap it, the combat was actually kind of fun. I think more could have been done with the different worlds mechanic but overall it was pretty fun.

I liked it, but the mouse was way too sensitive for me. Once I got over that it was cool to start figuring out how things worked.

I like the fact that shooting pushed you in a direction.  I think that could have been expanded upon to have more ways to affect your movement without relying on the whims of RNG

Nice game, I had fun with it. Well done! More levels would have been nice.

Thanks! Definitely focussed more on card variety than things like audio or graphics, glad you enjoyed that part!

Thanks! Appreciate it.

Thanks! Yeah I noticed that too while testing. I wanted to encourage more AOE cards but I think some kind of dynamic scaling like you suggested would be cool.

Pretty fun! I liked the progression of enemies throughout the levels.

I like the art style and writing!

Thanks for playing!

The first time I played I only got resource towers and got destroyed. The second time, I got lucky and had a good time expanding my area. There is the problem where there isn't much to do once the towers are setup to stop the wave (they don't get harder until you expand), but it was still enjoyable!

Nice "out-of-control" simulator! The movement was a little unintuitive (I got stuck in the river) but the concept of the game is definitely solid. Well done.

It had some fun but the auto movement always took me towards the center, which was a little annoying when going for the powerups on the outside. Also yeah, adding a restart button would be appreciated :)

I had more fun than I expected with this! I think with a larger variety of minigames this could be pretty fun. Also fit the theme very well!

I did run into a small issue where I restarted after winning but the dead trees stuck around.

Nice game, pretty fun. Would have enjoyed some hotkeys to play cards as dragging them got tiring.

Fun game - ended up not getting hit though so I didn't get to experience the "lose control" mechanic.

Definitely original, love the concept!

Great idea! I'm a little biased because this is very similar to one of my first jam games (losing keys and having to play with awkward keys). In that case it was a shooter, but the concept is the same for a platformer.

The only thing I would say is the platformer controls are a little stiff and lead to some unintuitive interactions. But it's still very cool to play. Well done!

Fun game - I enjoyed the mechanics. The only thing that felt off was the jumping off the ground, and how you would lose momentum doing so.

Very trippy! Cool ending.

Definitely fits the theme, perhaps a little too well. Hard to really go anywhere without getting lucky. I think with a couple more actions you can do this could be great!

Nice simple entry. The only thing I didn't really get was the trash mechanic, as it pauses which means there is really no penalty for not emptying the trash.

Fun game and I can see this becoming a cool deckbuilder roguelike! Right now there's not enough variety of cards, and the process of breaking all the crates once the enemies are dead is a little tedious, but it's a good entry!

Those milk shakes must be so tasty

Enjoyable, basically plays like a puzzle game. Very similar to my submission last year (but way more polished).

Unfortunately the game cut to black and stayed black about ~10 levels in. Not sure if that was the end or just a bug.

Fun game, well polished. Finished it 30 below par :) I think one more mechanical expansion on the concept would have done wonders, some sort of new tile or two to really shake things up.

Agreed lol, it was just some music I pulled last minute from the internet :) Thanks for the feedback!

Thanks!

Thanks! I think I ran into that issue once in testing but didn't know what caused it, sorry about that.

I think this could be a great idea if expanded with different items you need to pick up at different times as an interesting management game. Different weapons for different enemies, building materials, water, etc.

Nice take on the "one shot" concept. It needs to be greatly expanded however because the tasks right now are very simple, but it's a good foundation.