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Rosk

12
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A member registered Jul 19, 2023 · View creator page →

Recent community posts

Love the style, and the gameplay. Well done!  PS: Did you build your own shader or was it one already available?  Think I might get the full version of this, I loved it!

Thanks for playing.  Its a fair comment about the space. I just thought it would make it more of a challenge as the premise is fairly simple otherwise.  

Cheers. Determined to try and make whatever comes up in my next jam better.  

Thanks.  All I can see is its flaws, so I wasn't expecting positive comments.  You've made my day!

I like the idea, and the game looks good. For that alone, its great. However, I struggled to play it. I could move around ok, and it was smooth and nice. However,it wasnt clear where I should click on the tower, and I had to hunt a little to find out. If you carried this on after the jam, perhaps some tooltips style hints as you play, or some indicators to show what you should do first. Just suggestions. Anyway, vastly better than my entry!

I couldn't get it to work either. I can select the green planet, and hit enter and the "ship" flies off into the unknown. No idea what I am supposed to do, or how to do it. 

This is a fantastic idea! Very creative. Really enjoyed it!

Nice. I liked it! Just the right level of difficulty I think. I couldn't pick up all the flesh though. If you decided to carry on with the game after the jam, you could perhaps use the crosshairs to get those difficult bits that were just out of reach. My enemies didnt seem to have the same problem I did. But really good for a jam (much, much better than my effort!). 

Managed to beat it, but really enjoyed it! 

If you want some feedback ... read on. Or otherwise ignore! 

I came up with some of these ideas, and then read through and saw that lots of people thought the same things. Ah well ... I've written it now!

Not all the demons were flagged by the game once they had arrived, I had to drive around looking for stragglers. 

I thought gameplay might be improved with just using cursor keys instead of the slider, but I guess the difficulty in controlling the train was part of the design? 

Could you include causing damage with the train, i.e. running them over? I initially thought that was the point of the game. The faster you go the more damage, but you might fly by, and minimise the impact your archers etc do. 

I think you could "easily" do different levels, or tracks for variety. There is the potential for a much bigger game here. 

Optional power ups. Choose to repair your towers or upgrade the train? Wandering mobs that support you? 

Also, just a suggestion (which I presume would take a lot of work, so feel free to ignore), some ability to lay tracks where you want. 

I will probably play this again though! I love the concept!

Perfect. I've got a lot further now.  Enjoying it a lot. 

The first time you see the lava squirter from the floor, it doesn't give you any indication as to what it is, until you walk over it and it gets you immediately, Basically you must get shot by the lava to proceed. The lava animation cycle needs to run from the moment you start that screen, and it doesn't. 

There is a bit where the blobs which shoot fireballs  are over a long line of destroyable blocks, over a pit of lava. if you attack the blob, then the blocks are destroyed and you fall in the lava. No issue with that. But you cant get back out of the lava as your stab /wall grab action just destroys  all the boxes. instead You have to frantically destroy the whole line of 20 to get out, taking damage the whole time! Seemed a little unfair. Perhaps they could just be lower down? 

Sorry I seem like such a moaner. Its just constructive feedback. I am loving the game.  Its clearly been a lot of work. 

I liked the game, but struggled with 2 things. One jump, I just couldn't jump high enough to get past.. Tried double jumps etc but no joy.  Plus I would personally prefer different key mapping, but maybe that's just me. Id be interested to see where this goes.. 

I liked it. Perhaps one damage number when you hit multiple enemies would be clearer. Also a 3,2,1 countdown after you select your power ups. A couple of times i was surrounded, and got hit straight away because I couldn't see the play area whilst the cards were up. However, just suggestions, not criticisms.