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firestarter972

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A member registered May 16, 2024 · View creator page →

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There was a planned boss fight that we did not get to, so yeah right now its the end hahaha

Oh I was saying I liked how fast she traveled when they shoe upgrades came out. Like the last one she FLEW across the screen and it made me chuckle

Extremely well done game. The speed ramp up added to the humor of the game. Loved everything about it

Ok, so a good way to do constructive feedback is to point out something you like, something they could improve on, and your overall impressions. So from your original post I would have said this about our game.

"I though the visuals worked well in your game, I had a hard time figuring out how the stealth worked, it would have been nice to have made that more clear. I also could not figure out how to leave once the springs were collected. Good start to a game, I hope you learned some things and I can't wait to see your next game jam game."

It keeps the tone positive, it leaves out the comment about other comments which did nothing productive. And when a game points out something they messed up that means they are aware of it so there is not really a need to point it out, so pointing out you had to give us a bad audio score added nothing to the posting. You don't have to lie or sugar coat, but keeping it positive does wonders to not hurt motivation when giving feedback.

I hope that helps :)

The time boss was by far the hardest. We also had a bunch of art assets made that we tragically didn't get to use :(

The pacing was great, I never felt like I was waiting for something to happen. It would have been nice to either have more orders come in in the day or have an indication that you could end the day early because there would be no more orders. Day 1 I was just waiting and collecting and was able to do day 2 in no time. You did such a good job on Doobie I also think it would have been great to have him pop back up at the end of the day to tell me I did mediocre.

The music choice was top tier for the game type. Was a relaxing click fest.

I expected the export to "Just Work" and I learned that lesson the hard way hahaha. We even ran into errors with gdscripts working on my dev environment but not another one so we struggled with the tooling longer than expected for sure. We rushed the tutorial level which from all the comments I'm learning we should have focused on more to introduce all the mechanics clearly. Thanks for the feedback <3

I loved how fast paced it was. Having to defend while dragging more food made for great game play. How the scoring works could be more clear, once the blanket was full I was unsure what to do with the extra food. Great work though, super fun.

Thank you! It was the artists first time using some of the art software and we were quite happy with how it came out

Thank you! It took a couple tries to get the jumping to feel right with the scale of the game.

The play on words we were very happy with. And thank you for the feedback <3

All of that was 100% lack of time. We spent a lot of time just learning how to do basic Godot things and ended up not finishing a large chunk. Thanks for the feedback!

Thank you! The artist was quite proud of that guy. Hopefully we will get more time to actually have a boss fight lol

I think the camera was an export issue? I struggled to get it packaged correctly, hence the no sound. But appreciate the compliment on the enemy AI! That was my bit so FeelsGoodMan

We wanted to put it in the tutorial level but then we ran out of time to do the tutorial level hahaha

There is definitely a better way to give feedback without sounding so harsh. The game was no where near done and I think that was pretty obvious. I would encourage you to look at how other people give critical feedback and work on that for yourself.

I like the idea for the game. A couple more polish items and it would have been amazing. Going from zone to zone did not always work, and I would have loved some indication that the light was on or that you had water/used the water. 

I wish the player moved faster or you had a count for killed rats. But super solid game, not a whole lot of notes

Really solid start to a tower def game. The giant green caterpillar's face really made it for me.

Really solid start to a tower def game. The giant green caterpillar's face really made it for me.

The game play is super solid. The net controls were fun, it was very Lovers in Dangerous Space Time with the different control areas. Would have like the sub to bit a bit larger to see where you and and what you are doing better. The giant glade scythe also felt very goblin engineering. Well done

Solid game play for the time given. Art and sounds fit well. For some reason the poops stacking made me laugh, then I pushed them over and 10/10. More content will make this game great

I would have loved the towers to shoot a bit more to the sides or have spots for you to drop them. I dropped them right under the buy button on accident a few times lol. I liked the risk/rewards aspect of the game though

Cute idea, would love to have seen a few more endings depending on the path you took. Maybe some indication of the path you look as well. The art was cute, Im rooting for our little robot

The graphics were simple and extremely well executed. The guy jumping is a 20/10. The controls and their running felt a bit too fast, especially when traveling downwards. The mechanics got introduced at a good pace. Very well done

The third blower really made the game. The art and music were very fitting. I think the difficulty increase could have come a lot later, I was doing poorly enough before it that. Great job

The art is fantastic. The combat could be expanded, it was a bit hard to tell when I was hitting and when I had been hit. Enjoyed playing it though

The art is well done. I would have loved a bit more animation when clicking things to make it feel really fun to click. Great little idle game though