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effanineffable

10
Posts
A member registered Jun 12, 2020

Recent community posts

Very neat concept! One thing I found is that the laser turrets are both WAY more effective during the tower defense mode, but also easier/more fun to dodge in the tower offense mode. This meant I only used 3 radius towers in my entire playthrough. Could there be a way to flip this?

Nice idea! I really enjoyed the adaptive audio aspect of it! Nice level of franticness.

A bit much for a game jam, but scroll sensitivity option in game would be rad.

I enjoyed it a bit, though it was a bit frustrating. The thing that really threw me off was that pressing up didn't keep the same turn radius! Holding up made the bullet go forward faster AND turn faster, this made turning way more difficult. Intuitively, up + left should mean turn left while going forward, and not speed up (while also turning left the same).  If the speed-up button was not on UP this would be less of an issue.

I prefer difficulty that comes from level design rather than controls

Turning radius is very unforgiving. Consider if tank controls are the best choice for a game like this? Spent most of my time recreating the Austin Powers hallway scene.

The thematic element was very hard to spot! The mouse cursor is tiny and is isolated to one section of the map, which you often may not be in. A smaller map size could allow less distance between getting points AND for the SimCity player to be more visible.

Not submitting a rating because I couldn't get it to work personally (on browser, and couldn't download for Windows), but leaving a comment to say I did enjoy the art and a suggestion to increase legibility (different font etc.) or contrast (not black on dark orange) for the post-its.

Have a good day!

(1 edit)

Not a fan of how the dungeon tiles can appear rotated from how they are on the cards. It took me a while to figure out tricks for traversing the dungeon, especially because where the doors are on each tile matter so much. It makes reaching certain areas a bit of a chore if you don't have cards with doors in the right place. Could the doors be made more lenient, i.e. adaptive to what tiles are around it?

Nice concept and aesthetics, though watch the legibility of those coloured numbers!

Excellent presentation! Would recommend trying a few tweaks to make the player feel more powerful: Letting the player hit more than one enemy? Reward for using charge attacks not to K.O. people? Visual indicator that Green Guys have half HP.

Great stuff!

I got all the upgrades! It was a little bit addicting near the end. I enjoyed that increased speed allowed for new tactics of sweeping upwards to swipe past the ball. Good fun.

Small thing to consider: With such a strong focus on maintaining streaks, adjusting the player slope to allow to better redirect balls going backwards would be very nice! The front of the rectangle is low and points down -> expect to be able to rush towards the ball to bounce forwards but it doesn't work. Creates a behaviour where balls just have to be given up on.

2nd small thing: Consider graphical change for balls that have gone through the hoop. In the chaos, sometimes I rushed to get a ball into the hoop only to get no points because it had scored already! Perhaps a timer on the balls that allow players to rescore on the balls after a set period of time?

The fatigue card system just discourages exploration, they come too fast and means that I end up constantly cutting myself off from the beautiful worldbuilding, as everyone cooly dismisses me.

Really unique mechanics, nice ambient music, a lovable style, I like this game for these reasons.

Gameplay wise, I appreciated how it represented how difficult actual conversation and connecting people can be, but at a certain point it went beyond my threshold. As I neared the end of my first playthrough, I found it hard to adjust to nigh-constant failure (sometimes just from a poor initial hand!).