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Crambeary

28
Posts
A member registered Nov 28, 2016 · View creator page →

Creator of

Recent community posts

The sound and style of the room are top notch! I could really invest some time in a robot programming game

It took me some playing around to figure out what to do, but the loop is to ask your customer what they want and then you go draw up a plan at the blueprint table guessing what they want from your conversation. Then grab it from the oven, hammer it, and cool it down. Then sell it to your customer. You'll see how close you were. 

I'm not sure if the numbers really make sense from what they are asking for though. One time I was comparing and remembering what they asked for and then the "customer wanted" numbers totally changed while the dialog was up.

I'm not sure if it's possible to fail, the game just kept going. Really interesting idea to run around and be a blacksmith though for custom swords!

I like the idea of matching the home based off listening to your customers. I have a feeling the game isn't set up to lose though

The art is very eye catching! The goofy pace of the servers flying in combined with slowly walking them around really stuck with me. I will never underestimate a mouse upgrade ever again.

Very fun mechanic with the photos! The art style felt very nice for how simple the geometry is. The effects with the photo icon were a nice polish to the experience too. The level progression felt spot on as well. I wish there was more!

I love the atmosphere here! Great work on the dialog system and transitions. I found myself getting a bit confused with which coffee to give since the color was effected by something above the customers. 

Really interesting way to do random level generation. I appreciate that I would spawn in a safe zone, no enemies would be attacking me at the start. Once I got used to dodging I had an easier time. Got my score to just over 250

Thank you for playing my game! I'm glad the AI was engaging for you. I have so much more in mind on improving it

Thank you for playing, I'm glad you had fun!

Thanks for the feedback! Somehow I hadn't thought of letting the enemies pass over the obstacles easier. I wanted to give the player a way to defend from the ranged enemies because they can become overwhelming, so the tighter corridors were my first solution.

I love the style in the game, and there was a funny moment when I jumped off the fast log and hit a tile but the moment of my character knocked him to the side and into the water.

There is some depth to playing the game with your weapon path that makes replaying it much more interesting. The screen darkness effect is cool, but I felt like there wasn't much that I could do to get it brighter again. I bet if the player felt like the right kind of skill would be enough to improve it the effect would get even more impactful!

It was fulfilling to get the people all lined up and liberated to complete the missions. Really nice gameplay with the different squad types for combat while setting up the right path for your people to follow without getting too sunburnt. It was cool too have the after mission briefing with a score and upgrade choices. I could see this game expanding into more combat and puzzles for the liberation

Thank you for playing and leaving a comment! I'm so happy to hear the difficulty was balanced for you, I was really unsure of how to allow players the chance to adapt - I've been getting so used to playing it after all the work done to it

Oh that's great to hear! I'll play it again and see the update

Wow the story was great, the Paper's Please gameplay turned into a potion game for a greedy corp is clever. I did find myself just clicking pass/fail to see if I could fake it though, and my gold kept going up. At least I was able to go through the dialog. I found myself wanting some sounds to go with it though, it would be a nice touch

The concept is cool! It took me a while to recognize that the red glowing spots were important for the green haired player - for some reason I thought I needed to angle the shadow so the player would merge with it. So I'm not sure what merging them does for a mechanic

That's nice that you figured out deconstruction, I also had that idea but worked on everything else first and never put it in due to time. With what you have so far it might improve by making the window larger in the itch settings. I noticed the You Win text was cut off and expecting a bigger window, which also affected me

I like the combat, it took me some time to figure out that clicking the main units were necessary to move all of them at once. 

I wasn't able to get the "lemmings" to move though, I cleared the path and they still wouldn't follow me

The art style here is a trip, really cool feeling. Definitely a mystery while exploring. I'm not sure why but when I found the elements my click command wasn't doing anything, that's too bad because I wanted to see more.

I love the world created here, instantly attached to the characters I came across. I dropped down to visit the deep voiced purple one because I wanted to know what was going on. The sound was excellent, the controls were tight, the victory was fulfilling. The last section felt like a very fast ramp up in difficulty, but I found myself getting better with the mechanics with each death. 

I loved the split views of the battlefield. I appreciate the pause when hovering over the potions, especially when it filled up and I needed to remove something. I did get a bit lost with the poison attribute though, at first I thought it was a damage over time on the hero's that show up. This is a cool theme, not many games have you playing the bad guy, or even a minion haha

That was actually a tough boss at the end. I think by the time I reached it the movement was making more sense to me, the slidy feeling made sense for a squid though, it was fun to get the inertia built up

The controls felt very tight, which really came handy in the last room. I love the theme, especially the pun that is Owl Chemist. Great job making a nostalgic intro, I felt real charmed by it. I guess one complaint was that I kept wanting to use jumping while throwing a potion, which I don't understand why it wouldn't be possible not too. I also found myself pushing through areas and taking the damage to get to the next checkpoint

Wow the difficulty was up there in the goblin area. Nice use of theme, as well as memorable levels. I like the mechanic of combining the elements to do combos, I had a hard time figuring out which ones were best in the situations on my first playthrough

Very cool idea to climb the abomination, I had a hard time with understanding the wall jump mechanic. The clouds started to help out since it was impossible to see what direction the movement was during the climb

Clever mechanic for brewing with so many ingredients. I love the use of everything working together, aiming for more coins > buying the right ingredients > not loosing health

Excellent level design, I loved how the layout led me to anticipate a new ability many times. Excellent art, sound, and mechanics