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Creepsta

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A member registered 84 days ago · View creator page →

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This is a really fun game! The art style, music and SFX really contribute to a nice and cozy atmosphere, which really compliments the ratio of how much you have to think versus how much you can turn your brain off.

My main gripe is something the dev is already aware of (we know each other), which is that it needs a tutorial. The game has a lot of intricate mechanics, and without knowing them, the game becomes a lot harder, and somewhat confusing. It would probably be easiest to integrate it into the first level, since it’s a fairly simple one.

I also think you need to be able to delete buildings. There were numerous times where I screwed myself over (especially while I was still learning how the game worked) to the point where it was easier to start the level over than to continue moving forward. It could be interesting if you could build nanobots that would eat the building over a certain amount of time and then destroy themselves? That way, there are still heavy consequences for how you place your buildings, but then if you absolutely need to, you can change the layout.

You could also potentially solve this problem by adding an element to the UI that tells you how many buildings you have, how many slots are available on a given planet, how much each planet is producing, etc.

One of my favorite mechanics is how what resources you can convert is entirely dependent on which planet you are on, forcing you to move around, and preventing you from automating the process entirely. It’s a lovely and welcome deviation from games like cookie clicker, whilst still having that kind of energy

(in other words, it’s like cookie clicker, but more engaging)

Fun game! Great work! Keep making games!

Yeah for sure, I tried to map shooting to LMB and the second spell to RMB, and I noticed that for some reason it wasn't working, but I assumed that meant I needed a driver update on my laptop. I just talked to a friend of mine who's a more experienced dev in Gamemaker, and it turns out I misunderstood how to trigger code to run with mouse inputs lol

But yeah explaining the controls in the title screen (or having a title screen) would definitely make the game easier

Super cool concept for a game, but like the others I really felt that difficulty spike

I'll also agree that the building does feel a little clunky. It took me a minute to figure out that you could destroy tiles with right click, and it was a bit strange that I couldn't overwrite which tile it was if it had already been placed

Big thing I love about this game was the robot. I love how expressive he is! Like how hopeful he is on the title screen, and how he cries when he starts taking heavy damage

Overall the sprite work was amazing with this game. From the coffee beans to the sugar cubes, everything is so on point, and I love it

Good stuff!

I love this concept!

Also love how you gave a spread indicator and reticle, and how legitimately challenging this game is

However, the shotgun pellets didn't travel very fast, and since there weren't very many, sometimes they wouldn't hit, which was a tad annoying

There was also a bug where crows would continue to show up at patches after they had been destroyed

But this is a genuinely fun game! Just a bit more polish, and I could absolutely see someone playing this on Coolmath games or an arcade in the 90s

I'm honestly amazed that you made a game AND made these super intricately detailed and shaded sprites in the time limit
Wonderful work
I'll agree with others that the gameplay is repetitive, as there isn't a whole lot of nuance or difficulty to the gameplay, but not only is it cozy anyway, but I wouldn't expect a full fledged game from 9 days of development
Love this!