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Rastark

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A member registered Aug 08, 2021 · View creator page →

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Mmmh…during the design period we were also discussing about scaling the difficulty by introducing obstacles, in order to potentially restrict the number of available tiles for each move and raise the chance that you would need to reshuffle and lose time. This could lead to situations where the player has to do it too many times in a row and feel frustrated about the RNG, tho.

I guess your solution could also work, but adding a cooldown could ultimately put the player in a spot where they feel restrained: tiles get chosen completely at random, so you could get stuck and lose. There would need to be some safety net (like assuring the presence of at least one placeable tile in some way?).

Again, thank you for your feedback, we will surely take it in account :D

I really enjoyed the art direction :D The game is a bit simple, but I find important that you gave priority to publish a complete project rather than add a buggy one.

I hope to see more of your game in the future!

Pretty cool idea! I was hit with a good amount of mechanics rapidly (I mean it in a good way, I found it really fun). I also really liked the soundtrack!

Sadly the difficulty summed up with the crash bug on Windows kept me from completing it, but I would like to explore the game again if the bug gets fixed in the future :)

Keep up with the good work!

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The concept is simple, but original. I really enjoyed it! It’s a bit rough around the edges (the audio mixing to find a culprit), but I had a lot of fun, and I believe that’s the most important factor.

I would like to see if you can explore the design further, keep it up!

Pretty cool first game! You covered a lot of basis by yourself and even shipped the project, good job!

Like others have already suggested, the game lacks a bit of UI clarity and freezes from time to time, but I was still able to complete my run after a few tries, I hope you’ll discover that “pesky” bug ;)

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Thanks! Do you mean that you found it too easy, counterintuitive, or perhaps both? What limit you feel would be appropriate? Nevertheless, thank you for your feedback! It’s always appreciated :D

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Thanks, we worked with those objectives in mind, so I’m really glad you liked it so much!

Good job! The things I loved the most where the art style, the characters; the mini-tutorial was also a very good idea!

A couple of improvements I think that are necessary to point out:

  • Like others have already said, there needs to be more feedback on hits (SFX when hitting enemies and visuals for the main character to be specific)
  • The coin pickup SFX gets amplified too much when picking up multiple of them and hurts the overall enjoyability of the experience (I was scared of picking them!)

Keep it going :)