Thank you, I'm so glad you like the model!! I've just come back after taking a break from game dev to try out another engine with another tbh game if you're interested :)
sharkunderground
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+1 for dedicated meow button. The ability to change the battlefield state on the fly is neat, and could become a great tactical action game. It might be cool if you could recharge your reversals faster with good play, such as by perfect dodging. I didn't always agree with the game's definition of "role reversal". In my mind, the reverse of a sword projectile is a healing projectile, rather than a stationary spinning sword. That might just be me though. Good job :)
Very impressed that you've managed to make effective horror in such a short time period. The graphics and sound created an eerie atmosphere. It felt like an interesting spatial awareness puzzle that could've have been more tense if there was some kind of enemy to avoid. Maybe they'd also be invisible and only one of the characters can see them? Nice job :)
I like the idea. As others have said, a slower pace and less sensitive rotation would have been nice. It also might have been easier to keep track of if the sprites always stayed vertical. This could have some great puzzley elements if objects in the dungeon slid/fell based on the rotation. Nice job :)
Infuriating in the best way possible. Reminded me of those puzzles where you navigate a ball through a maze by tilting it. I'd be interested to see what would change if you could tilt larger chunks of the dungeon, or even the whole thing. Loved the visuals and sound effects. Overall a great entry :)
This was surprisingly addictive. The movement has that Flappy Bird factor where it's just frustrating enough to make you think you'll master it next try. The risk/reward of competing with other fish was clever. At first I thought it was one of those games where you grow larger as you eat, which might be worth considering since I also struggled to distinguish my fish from the shoal sometimes. Small touches like the fishbone volume sliders were very cool. Nice job :)
Great version of the reversed tower defense idea. Being among the action was far more exciting than a more removed view of things. The ragdolling of your soldiers was hilarious; that was an excellent choice. I was a bit put off by how fast the player character moves and found my goblin hard to control. It's a shame that the icons don't do anything; it might have been a good idea to remove them from this build of the game. I did find myself excited to see what they would have done while playing. Keep at it! :)
The idea of becoming too big to fit through barrels and being trapped and/or forced to find a different route is very clever! I enjoyed the sound effects too; very funny. A map where you could plan your route would have been cool, and would fit with the treasure theming, if you wanted to develop this game further. :)
Very unique gameplay, felt like a more freeform tower defence game. The presentation was very sinister and sold the idea of being an evil imprisoner. It would have been cool for the escapees to interact and synergise with each other like a real escape room, which would make it worthwhile to disrupt a whole group instead of singling out one of them. Nice :)