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radclyffe

11
Posts
A member registered Aug 14, 2019 · View creator page →

Creator of

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Congratulations on getting your game done in time!

It was great hanging out on stream while you went through the dev process.

Keep learning!

Very well done! Love the multiple upgrade choices. I can see picking different upgrades for different missions in the future. Agree with ImposGames, UI is very polished as well. The game feels like a very complete core loop with a solid interface and room to grow.

Took a minute to figure out that I needed to sit at the icy rocks to take them over and use them to spread, but did manage to save the cat!

I can see this being a puzzle game where you have to choose how to spread which icy rocks, multiple possible paths that may or may not have enough ice to spread (assuming the icy rocks didn't respawn).

Nice job & good luck with the job hunt!

Wow, great game in two weeks! Love the solid/liquid and getting separated from yourself (or spread out across the level you may say...). The grandma commentary is also great.

Insert Wolf of Wall Street clapping gif here.

I liked the idea of having to get out of the vehicle and retrieve parts to repair then get back in and drive. Feel like the camera needs to be a bit higher so you can see what's in front of you when driving. Also had a couple points where the truck seemed sort of stuck in the terrain after fixing tires.

I can see this as the start of a good base for a point-to-point type rally traversal game with vehicle repair. Could use the same kind of retrieve parts mechanic for getting more fuel or other supplies to deliver to bases, etc.

Congrats on what you got done so far!

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Great start for two weeks. Could use some in-world controls hints, even if it's just an "E" over the interactables. Also, one of the lamps had a 5 over it after turning it on, didn't see anything that made sense for that in the design doc, was it just a debugging thing or do the lamps have time limits or something?

Not sure if it was a bug or the teleporting ability, but during the battles around the tower all the enemies would just disappear sometimes. After I died, I sometimes came back with auto fire, not complaining, but probably not intended :-D

Definitely had the "encroaching darkness" and "things appearing out of shadows to get you" creepy feel. Sweet title art too.

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Love the aesthetic. I like how shooting pushes you back a bit, I can see that getting me into trouble in tight spaces. I can also see that the school won't be opened for a while since there will be A LOT of bullet holes to patch up LOL.

Also thought the music kicking in at the boss fight was a cool touch.

Hell of a job for 2 weeks!

Nice game,  got 24364 points, high enough that I just couldn't make the next jump :)

I can see this being expanded a bit and adding more score and power ups that are a little tougher to reach from the "easy path" up to encourage taking the risk.

Congrats on getting this done in two weeks!

Very cute game. Visuals are very nice, good level difficulty progression. Tried to push a shadow off the world with a block, but sadly didn't work :-D

Had one maybe-bug? I delivered the fireflies and then shortly after got caught by a shadow so got the "try again" screen, but it dd advance to the next level for me.

Great job for 2 weeks work!

Nice balance on the shooting speed / distance and rotation speed, keeps you always thinking you wish you had _just a little more_ LOL

I can totally see having different upgrades to purchase as you advance through the zones, maybe multiple ships at different angles, moving in opposite directions or different speeds so focusing on one makes you lose track of the other and you can't really control both at once effectively. Keep the "edge of frustration" feel.

And I agree with everybody else, killer title screen effect

Thanks!

In theory, you can surround the spread with Eels, but you will eventually run out of moves. I didn't get to implementing a "shake  up" to keep playing, but I also kind of like the idea of a game with quick rounds you can get in and out of.

Definitely learned a ton about trying to keep the game structured as it gets bigger, linking the systems without making it impossible to change anything, etc. So if I keep working on this, there's likely to be a big rework to start with, because near the end it was definitely "just get it in" :-D