Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

kscarruthers

7
Posts
A member registered Jul 17, 2022

Creator of

Recent community posts

Interesting game. Unfortunately the full-screen button didn't work for me which make clicking on the units hard and led to a lot of frustration. After dying the first go around and getting overwhelmed by the amount of units I had scaled to, I found that the optimum strategy was to not scale and only have one or two units feeding him while the other worked on the fence. This strategy worked very well, but it felt bad to retrict myself from scaling more units and the final fence had too much HP so I just stopped playing. I liked the art and concept, both reminded me a bit of the game (the) Gnorp Apologue. I think the game needed a mechanic to help manage the multiple units better. The extra food helped not dying, but  because you still need to mine to deal damage to the final fence I did not want to control all the little minions that the big food would have allowed me to create. One more small thing is that I am used to the convention of Pause being the space bar for games like these as P and ESC are sort of out of the way on the keyboard but that one is more arbitrary preference.

A little slow to start, but I really liked it once the puzzle started involing the multiple smaller terrariums. Felt like it ended right when the true potential of the game was opening up, but that is understandable for a game jam. Would love to see a longer version that has puzzle in each layer of depth rather than just needing placement adjustment. Other notes, controls were a bit finicky when throwing mirrors and climbing up walls, but doable.

A little slow to start, but I really liked it once the puzzle started involing the multiple smaller terrariums. Felt like it ended right when the true potential of the game was opening up, but that is understandable for a game jam. Would love to see a longer version that has puzzle in each layer of depth rather than just needing placement adjustment. Other notes, controls were a bit finicky when throwing mirrors and climbing up walls, but doable.

I think the concept is interesting but firing the red nodes and then switching to the green nodes got boring before the end of the first level and when the second level didn't add new mechanics I was disappointed. Also, in the second level the green stopped converting the enemies to node. The green nodes in general felt like they had pretty short range which made it feel like I wasn't really able to get bigger. 

Fun idea for puzzles and cool visuals but the movement of the die was way too slow and made the game tedious.

I really like the idea of keeping customers away from slot machines that are glitched to give them money, so I was sad when they just ended up attacking you and not going for the slots. Also, the die always lands out of bounds and can't be picked up again so my experience was mostly seeing how long I could avoid the enemies without attacking them.

Fun concept. Sadly, the dice moved incredibly slow and so did the camera making the time to complete a puzzle even after I knew the required dice path tedious. Also, the die kept disappearing at the end of what I think was the last bridge so I couldn't finish the game. Obviously, time constraints affect polish. I think the core premise of the game is strong enough that if movement is snappier and puzzles are made more complex it could be grown into a full fledged game.