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garfglider

6
Posts
A member registered Dec 24, 2019

Recent community posts

Fun lil' timesink. The game looks, feels, and sounds fantastic, and y'all did a good job of keeping the scope limited without making the game feel incomplete. Great work!

Game's a lot of fun! The sprites and enemies look really nice, and the controls feel nice and responsive. None of the enemies feel unfair, and overall I like a lot of the design choices. The stats are easy to wrap your head around once you put a point or two into them, and levels aren't hard to come by so doing so isn't particularly difficult.

A couple things I'd like to see if you continue development:

  • When attempting to pick up an item while your inventory is full, it will vanish into the ether. It'd be nice to have it just stay on the ground with a little popup saying your inventory is full
  • An ending/feeling of progression. Number go up is fun, but having something specific to work towards besides simply discovering things can do a lot of work.

Technical-wise, it appears to be broken on Firefox, the "play" button present on the initial deckbuilding screen is missing, and the cursor position desyncs pretty heavily when out of fullscreen, but on chrome it seems fine outside of the cursor desync.

Overall, very solid game for this short a timespan!

Spent a solid while figuring out the optimal combination through spreadsheets haha

Counter-opinion here, I appreciate the variety immensely. I also very much dislike the general prestige-prestige-prestige again systems of most incremental style games, and much prefer this style of "hey, learn new stuff, figure out how to get really powerful, then we introduce another element"

The steam version also has more endings and features!