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DryCreek

23
Posts
A member registered Aug 20, 2024

Creator of

Recent community posts

Here is my uncrossed solution

Awesome time! Awesome work!

Yeah, tough in 4 days! You did great though and I really loved eating the smaller fish. It was hilarious the first time I bounced off a same size fish and didn't take any damage.

Get presentation! Smooth controls. Simple platforming elements. 馃憤

We were going with scaling a building as the cat and scales like in music.

5/5 aesthetic! Wow such a vibe. I would really love to see the points system more fleshed out and see how managing that plays into the build approach. Also a mirrored image of the penny arcade would help with more balanced and creative builds. I always felt like I didn't want to use the Penny Arcade because it would cause asymmetry. Wonderful music and pixel aesthetic goes great with the cyberpunk genre. Would play this as a mobile game with a more fleshed out game loop.

I wish there was more.

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Love the theme and the gameplay for the most part. I think holding space to swim would make the game more enjoyable, instead of tapping space for swimming. I would also be really cool if you implemented an infinite sea, with more scenery. 

I think the Poison was good against the healers and Attack against the Dragons or Knights. Not sure and then obviously the the Regen for healing. Really amazing game, especially for your 1st game! Awesome work. My arm is burning from rapidly mashing my space bar.

This was awesome! Love the Vaporwave integration into the gameplay. Took me a second to figure out what was going on with the enter button. But what a great puzzle. Very fun.

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So close! I need a metronome! Great concept. I agree with some of the other comments. The difficulty scales pretty quickly. So much so that I ditched trying to eyeball it and went for a counting method to determine how tall it was, hence the metronome comment. Great work though. I love the aesthetic and the calming music.

Great game. Love the art style. It's very fast paced, which makes the beginning difficult, but once you level up, the abilities really start compounding and you become a beast! I would maybe suggest an auto fire in the style of a bullet heaven, but if that's not what you were going for I think it's great as is. If you do leave it on manual button mash, then I would suggest allowing power-up selection with WASD and select with SPACE because I'm navigating with my left(WASD) and mashing with my right(SPACE). When I have to select a power up I'm likely to get hit coming out of the menu before my right hand returns to the SPACE bar because of how fast the games is. Amazing job!

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Loved the game. Very simple to understand and incredibly addictive. I played until I broke it. This is the moment it froze. I tried to release this massive coupling and double the current number of buildings. The game did not like that.

Could not figure out the goal of the game. Controls of the sausage felt a little too squirrely 

Cool take on the bullet heaven genre. I liked the persistent enemy. I played 4 runs and never got to any upgrades. I felt the movement was just slightly too sluggish compared to some enemies and their projectiles. Great work! Loved the art style.

Very fun and easy to play once you figure out the controls. Once you get the hang of it though, the difficulty doesn't scale with how much your base improves, small balancing issue. I played for a good 30 minutes.

Oh also, the first time I launched the game I fell through the floor and had to reboot.

Great execution of your game. It was fun to explore the same environment from different perspectives. Nice implementation of light puzzles elements. I would love to see more of this. Area of improvement, make barriers work with world objects more. I found myself very mildly frustrated when encountering invisible barriers. I knew why they were there gameplay-wise, but if there were actual objects blocking the way it would have cause zero frustration. Overall really awesome game! Great work!

Unfortunately  .exe or .app to run game. 

Cool pixel art. Not really sure of my goal and no tutorial to inform me how to play.

It was a cool idea. Understood the intention. The wave and combat implementation did not work for me, but I liked the 3rd person over the shoulder view. When wave started, I only saw ocean and the mech I was controlling, no island populated and I could not see any enemies or my buildings. I did hear combat happening, but nothing to interact with or shoot.

Awesome fresh idea on the puzzle platformer genre. Great work feels very clean and polished.