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sebastian backman

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A member registered Oct 01, 2021 · View creator page →

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I'm glad that you liked the visuals (I spent half of the game jam making just that part + the performance optimizations).

Now afterwards I agree that the gameplay loop of walking from recharge station to the other is quite boring, maybe it would have been more interesting to have batteries laying on the ground or tossing the whole bomb thing asaide and having torch which would have kept you warm but made you easier to spot for the enemies.

The game would have probably been better if I had made it a linear game instead of an open world. The enemies (and probably players) would have had easier time navigating through the world (I tried using some fires to lure the player towards the end but not sure how well that went).

The controls are good and responsive.

Textures where quite blurry and later most of the level was filled with bombs.

When the game ended it left me wanting more.

It would have been nice if there had been some music or sound effects.

Nice and somewhat relaxing game.

Around 300 ish seconds time left before end of the world the game screen went black for some reason :(

This was quite fun game with some really good music.

The adding stuff to your weapon as you find them mechanic is really fun and chool, but the knock back that at least my gun did when it had 5-7 attachments sent me flying from one end of the room to the other (I used it for a while to traverse the rooms faster until it killed me).

It was a fun game to play.

At some point (probably wave 3 or 4) there started to be too many enemies and it started to become a bit too overwhelming but I managed to survive all the way to wave 10 but then when all the enemies where killed there wasn't a you win screen or something like that so I jumped into the hole. 

I used the starting spell all the way through since it felt the most powerful with the ability to hit multiple enemies.

The atmosphere was quite nice (I like space backgrounds :)  ) and gameplay was also good and responsive.

Loved the art style and the controls where nice and responsive.

I didn't manage to get far since I got so many debuffs from the cheeses and the amount of slimes started to become overwhelming at some point.

I started playing it and before I knew it 15 minutes had already passed. I even prestiged once.

Some sound effects would have been a nice addition.

The music was nice and I really liked the intro.

The spell did never work for some reason but dash was ok until it went away until the next level. I used the melee attack to defeat all the enemies. I also had some visual bugs but nothing game breaking.

Interesting idea.

I was confused for a while when I clicked every card and it stayed dark (I later realised that I just had to drag the view further away to be able to use it).

I managed to win on my second try. The enemies didn't get stuck for me they where almost always right behind me (Well maybe they got stuck in the corners but I was already far enough not to see them at those spots). And the chicken gun XD.

Music and sounds where great and it also looked visually pleasing.

I didn't manage to keep the village alive :(

Music was nice and the melting mechanic is also interesting although I didn't manage to beat it.

Art style looked nice.

I didin't survive more than 10-20s. It felt like it was going a bit too fast on normal mode and I cloudn't tell if the door was good (wich probably got me killed all the time).

I was a bit confused what I needed to do other than press the box thing and stop by pressing enter.

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Main menu music was pretty good.

The enemies spawned quite quikly and also moved really fast and when I threw the bomb while moving it exploded immediately in my face and I took damage. Afterwards I found out that I could jump forever (probably a bug?) and I beat it by doing that.

The menu music was nice and the player animations looked good.

I also found out about the wall climing and almost dropped through the floor. Movement felt a bit floaty.

Menu music was nice and grafically also nice.

I didn't manage to beat it. Wall jump and the air control where a bit off but maybe I'm just bad at tight platformers.

I liked the art style.

When adding the different ingredients, I was confused for a while wen it just dropped the ingredients down. Some music or sounds could have been nice too. At some point the patients stopped coming and I couldn't buy anything.

Visually it looked interesting and it would have been cool if the hud elements would have been on the space ships instruments.

At first it bombarded me with choices with pretty much no drawbacks but then the game decided at one point when I had an estimated 40 days to reach the target it didnt give me any more  decisions and I ran out of food and hydrogen. I dont know if it was a bug or something but some music or audio would have been nice.

Hi! I'm glad that you liked the visuals and hopefully you where able to play it with decent performance.

I spent the majority of the time working on the map and optimizing (first verions where somwhere in between 10-15fps with my RX 5700xt).

I understand that the recharhing might be boring (especially if you wander to some other recharching station that is not at the starting area and meanwhile the enemy ai is tuck at some tree somewhere when it was supposed to come towards the station) and unfortunately it was best idea that I came up with that I was barely able to make in the little over one week time limit.

Hi! I'm glad to hear that you liked the visuals of the game and the idea.

Reason for the slow recharhing of the bomb was to make it a bit more "thrilling" because the recharging stations (exept the starting area station) when used, attract the monsters to come towards them and destroy them if they see them and the one that you found near a church was probably broken already by a monster who just stumbled upon it earlier.

Hi! I'm glad that you liked the visuals. I also noticed that it was hard to see the timer especially in the moonlight, I might have been able to fix it if I had a bit more time or if I had spent less time on optimizing the performance of the game.

I like the idea that your previous deaths (intentional or not) will help the player to progress forward (if you don't count the one level that was ball only. That one was pretty hard).

It's a good game!