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Sockhouse Studios

17
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2
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A member registered Dec 02, 2022 · View creator page →

Creator of

Recent community posts

;)

Wow this game blew my socks off, I wasn't expecting something this fleshed out and polished, but also this unique spin on a roguelite. This game deserves to win IMO. Nice job!

Nice rage game, I couldn't get past the 3 saws! I was confused at the controls at first. I was expecting AD to move the character.

I wasn't sure if there was a way to determine which cards are best to play, but because you could see the score before you played the cards I just tried every card until I had the passing score. I think it would have been interesting to make the player discover what scores well.

I instantly figured out the mechanic of using the bodies without any sort of guidance, so that was really well done. Cool idea to use the corpses to navigate traps. Grandma got her meds, you got my rating :D

Had a lot of fun just maxing out how strong the explosion was and flying through the levels. Also those damn rhinos were my bane!

I found myself hooked to the unique spin on this game, I just wish it was a little more forgiving, too often you either find yourself with no money, or no towers. On my second run I prioritized money and did a lot better.

The controls are bit tedious, but the game makes up for it with banger SFX. Also like the original take on a tower defense game. Great job!

I sadly couldn't try the attacking because I didn't have a controller, but I realized it's possible to double jump if you time things right, the game was still beatable on keyboard without getting hit. I was exploring to the left and upwards despite the arrows directing the player right, I was hoping to find a secret! Good job

Simple concept that was very well polished and a lot of fun.

Really cool take on an infinite climber game. I got to about 370m.

I would suggest the following changes: Portals can only be used once, and are deterministic instead of random. I found myself just spamming teleport if I got a bad one.

Make everything interactable with 'E', and have the items usable by pressing numbered hotkeys. Making this full screen instead of mobile would open you up to more options in terms of travel paths ect.

What a cool game, very unique, I was glad to see the handbook be accessible during game play, and I also appreciate the game decoding the morse for the player.

The only thing I would like to see changed is the ability to flip back to previous unsigned entries in the log book. I was hoping to be able to focus on catching the transmissions and then determining if they were friendly or not, but I guess that adds some time pressure to the player.

Some interesting ideas in this game, I'm not sure if the drawing boards served much of a purpose, but it was a neat surprise to see that implemented here even if it was just for experimental reasons.

Having right click to 'warp speed' you around was really nice, and I thought the elevators were well done. I wish the control were better explained, but they were still intuitive enough to figure out through experimentation.

Some interesting ideas in this game, I'm not sure if the drawing boards served much of a purpose, but it was a neat surprise to see that implemented here even if it was just for experimental reasons.

Having right click to 'warp speed' you around was really nice, and I thought the elevators were well done. I wish the control were better explained, but they were still intuitive enough to figure out through experimentation.

Nicely executed, simple, but well polished.

Cheers, I'm glad you enjoyed it. There will be new updates weekly/bi-weekly. Hope to see you back