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Fantasy Computerworks

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A member registered Jun 29, 2023 · View creator page →

Creator of

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Ohhh, yep! It looks like that's an error with the collision shape - Darn! At least it works most of the time, heh

Yeah, we had initially planned to have 5-6 levels at least, and then the deadline snuck up on us! We have a long list of things we wanted to do, but this morning was a real rushfest to just try and get what we had so far finished and shipped in time. 

Thanks! The bug is interesting though, where did you get stuck? 

Totally understandable! It's incredible how 48 hours feels like a huge amount of time until you're trying to make a game in that window

It was built in Godot, never heard of Construct 2 sorry - In any case, if it's not loading in your browser at all, perhaps try another browser? Sorry, I've got no ideas

This is the first one of the games I've tried that I actually went through the entire thing having a lot of fun. Nicely done!

Very simplistic visually, but I am definitely impressed by the movement pathing of the little guy! A clever idea that I was surprised to see done successfully.

I like the unique concept, but the brightness of the colors hurt my eyes - The main character moving extremely slow is funny, and the idea of ordering and verifying that you got what you ordered definitely makes me feel like one of the patrons in one of those kitchen management games.

I like that it's both a pun and puts the player in the role of being an invading bad guy. 

A very fun concept!

I wasn't super sure what to do most of the time, nor did I have any indication as to why the wall opened after I hit the open button, turned around, drank a potion, and read a book? The concept seems solid, but could use some more telegraphing and explanation to help the player along.

Hmm, I wasn't super sure exactly what to do in this one until I scrolled down and watched a youtube video showing someone else doing it. I think this is a creative idea (creating a path for someone else to follow, somehow?) but it ended up just being a minute or so of "click really close together on a mountain".

Certainly an idea with merit, but I tend to feel that a game should be standalone, and not need the page around it to explain the controls, or contain a video showing what you're supposed to do.

I think having the player be in charge of the environment around the character instead of directly in control of the character actions is a pretty clever role reversal. The power-swapping mechanic is also an interesting idea - Either having the character be able to chop down trees _or_ be the god of forests ends up being a fun mechanic.

What a creative idea! Also, very cute and presented quite well.

"on the construct loading bar"? Sorry, not super sure what you mean there - I also don't have a mac to test with, sorry

Two words to start: Volume warning.

I was initially quite confused, as I didn't realize why the tornado was getting smaller, nor what I had to do.

After losing once, though, I was delighted to find my ears shattered by how loud the sound was, but that was quickly replaced by the visceral enjoyment of how good the controls feel. With WASD, it feels a bit fiddly, but using a controller I managed to get down to 2 buildings remaining.

My only real disappointment at that point was that it still said I barely destroyed anything :-(

I think the idea is a cute one, and the visual design is solidly in the right direction. That said, I found it a tad repetitive as there doesn't seem to be any indication of how much damage is being done to you, by the individual enemies - Nor any variance among them.

I'd love to see something like this with some elements that would be useful for decision-making, perhaps turning this into a sort of wave-based strategy fighter! I can imagine it being a lot of fun if there were different attack/defense styles (or perhaps gear?) that would change how you interact with the attackers.

I had a hard time understanding where to start, until I found the bell to click. The game appears incomplete, with the options for the jobs all being the same, and no actual way to assign the employees to do things. That said, I can see where things were headed! It's a very interesting idea.