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HeadStart45

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A member registered Jun 07, 2020 · View creator page →

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Hi Benjamin, your windows .exe does not run as it doesn't have the other required Unity files that come in the build folder when you build it, Unity includes a bunch of necessary DLL and library files to make their stuff run. Maybe you could get on the Discord and ask a mod if resubmission with the whole folder is possible. Just from the screenshot the game does look fun! I will hold off on rating for now though.

A rogue-lite... with a meta! Balancing will be the first 6 months of development for us.

Thanks for playing!! The pushing turns out to be handy for when the AI wont do what you want, but if for sure wasn't initially intended that way. Really glad you like it! We'll be working on the game further looking to release something more solid so keep an eye out!! Thanks for the review

Thanks for the feedback! Totally agree the biggest room for improvement is the readability of combat and slimes, that'll be what we are working on next!!

Glad you like the writing! Gamer in jokes are always my favourite things to find in this style of rpg. glad you liked that game thanks for the feedback!

Thanks so much for the in depth feedback! The combat needs more clarity overall for sure, that'll be the next thing we work on!

Im such a sucker for an in game terminal and that CRT look is awesome, this was a really fun game! My favourite bits were for sure the typing and hacking elements, "type what you see while timed" is a pretty cool mechanic that gives that hacker immersion without really needing to know anything about the topic. I liked the combat, although Im not usually  a fan of turn based combat like this, it had a surprising amount of depth and carry through between turns for only having three abilities. My main feedback would be that this feels like two games smooshed together, either would be awesome, but if you were to take it further I'd recommend just picking one direction and refining it down.

Overall an awesome game though with really cool visuals and a great soundtrack, awesome take on the genre and jam prompt well done!

Really nice looking and feeling game, I like puzzle games that immerse the player with story driven purpose. Weirdly I get kind of Bloodbourne setting vibes from your art and I've got a lot of time for that! 

Controls feel great and function intuitively. My only feedback is that the puzzle mechanics feel a little scatter-shot and un related, it may be worth thinking about an organic method for combining each with the next.

Overall this was a really fun game and refreshing to find a puzzler in this jam, awesome work!

This is a cool concept with an impressive scope for a game jam! Moment-to-moment gameplay feels tight and I like the retro 3D aesthetic. It's a small thing but one of my favourite parts was the music changing per biome and the matching the mood/theme of the area, that feels great as a player. I also really liked variety of levels and the overall mood and feel of the game, it felt immersive and it was usually clear where to go/what to do, alot of mechanical polish under the hood as well with a few quality of life features that I really appreciated.

 Feedback wise, I would try and refine the idea (i.e. mechanics and genre fit) a little bit, first-person plat forming is a very difficult thing to pull off and make fun when combined with another idea, and I found myself wishing there was more of the spell casting and looking/interacting with cool shit and less of the fall-dying and jump puzzles. Also, it's super minor, and I'm sure you just ran out of time, but I would add some animation or visual effects to the hand, in a first person game you're looking at that weapon the whole time, it needs to have some visual interest.

Overall, this was an impressive effort, I'd be excited to see where this game went if you decided to keep developing it!

This is a fun game! I like the premise and the immersive elements. It was fun turning boxes into gold and discovering the impact of different potions on the world. Timed levels is a perfect way to encourage players to keep playing, and that works well. 

Feedback wise I think you need a bit of movement refinement, the mouse controls were too responsive. I'd also move your first person camera further back in relation to the player. It also felt strange that the items in the game were just lying around, maybe try and think of some world motivated position for them, i.e. in a special box. on a table looking like they are stored or about to be drunk, this can help with player immersion.

If you go further with the game it would be awesome to see some elemental interactions and spreadable effects e.g. fire spreads from box to box etc.

Overall an awesome jam game well done!