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Speculaether

47
Posts
A member registered Apr 13, 2021

Recent community posts

I think some ideas that would make this game more fun are:

- Remove freeze, all cards should require energy
- Interesting power ups offered every level
- Choose not to switch cards

The current state of the game makes the scaling unsatisfying. You quickly go from 0 to infinite (or die before you get there) because most of the cards are not very good. After you get freezes, you can do whatever you want, but freezing also slows down the game and makes it boring. 

It's highly unsatisfying being forced to make your deck worse. 

Altogether, a combination of changes that make the player weaker (removing freeze, all cards require energy) and changes that make the player stronger (more and more frequent power-ups, choose not to switch cards) should make the gameplay more fun. 

I also think longer levels was a bad idea. Levels should become more difficult, not more grindy. After freeze is removed, level 1 vs level 10 should take the same amount of time, but you obviously must fight more spawns and more difficult spawns.

(got bored at level 68)

Very well designed idle game. Very relaxing and hits my sweet spot of "don't have to wait too long between actions, can finish game reasonably quickly." A lot of attention is paid to UI details to make the game easy to navigate and understand.

Firing arrows faster and faster is extremely satisfying, and the game is optimized well to support it. 



I really liked this game. I think hypothetically a strong strategy would be 3 rows in the back, 1 for houses 1 for wood 1 for mining. fully submerged houses bring up the foundation. occasionally remaking the mines would cost a lot of wood but would be acceptable. and then you'd have a lot more breakwaters. I wonder if you could go infinite. 

list of suggestions:
- either add crossword clues or allow any eligible word or show partial matches wordle style
- don't start timer until the setup animation is over
- projectiles freeze and don't disappear when en route to an enemy that's already dead
- allow keyboard input for entering words in crossword
- add health bars to enemy units

really good start. I hope this game is developed to its full potential.

Fun, simple, and short. And the novel goal is to break the game :). Really well done -- just the kind of idle game that leaves me happy. 

I agree that the arrows at the beginning hide traps which is annoying. Making the arrows just a little farther (2 squares) from the character or diagonal would be better. 

Although the corridor at the last level is frustrating, I think it requires planning and strategy (like putting higher speed characters in front) so I actually think it's good game design.

nice graphics but is it just two buttons (sword and health) that you can possibly choose between?

This was a cool idea and relaxing game to play! Maybe you've moved on but I would be excited if you expanded on it :) 

Personally I think adding space to dash is an interesting addition, but requiring left click and shift hazards adding too many buttons to press at the same time. One of the charms of vampire survivors is only using wasd/arrows to play. 

Compared to vampire survivors, I think making it based on discrete levels instead of continuous is also an interesting and positive direction. 

This was a great game! Charming and well done. A bit tedious at first but it makes purchasing the automation feel really good. 

Fun game. One complaint is needing middle mouse button to sell tower. Not all devices have a middle mouse button.

I eagerly await the next edition of the game :) I think with some of the tedious parts removed, grinding through the levels is very satisfying.

Absolutely amazing. The rules are simple, intuitive, and engaging. The ambiance and style is wonderful as well. We easily forget we are inside a titan, but when the game is over, we remember the weight of our mission.

Nice concept and execution overall, but the manual parts during battles are tedious and not interesting. I'd rather select a loadout before the battle, not choose upgrade paths for the towers during the battle. Having to aim during level 4 is a dealbreaker for me. Especially since you have 4 towers and can only aim one at a time.

The better way to design Level 4 to incentivize aiming, is to let the towers auto-aim the adds, and if you want you can choose to manually aim the boss. You naturally gain a benefit from micro-ing your single-target tower on the boss, and maybe the single-target tower can have good anti-boss abilities. 

I wish I could just autocast ulti, and wish more of the items could stack instead of swap out. Would like gold to feel more impactful.

I believe I found a good ending. Reading your story gave me a great positive mood to end the night on. Thank you for a nice game :) 

Nice fun little game. Maybe you can add a scoring system based on the number of commands, or extra challenges limiting certain commands (for example, only pulse 2 times on certain levels might force you to take a different path with only 2 mines) 

Fun simple game! My two quality-of-life suggestions would be: when zooming in/out, zoom towards the center instead of 0,0. And hotkeys (1,2,3,4,5,6) for building

Goal not very clear. Does the player want a higher risk score or lower? 

Needs either a freeze mechanic or something to make < 3 gold useful. I was lucky and got 8 wins on my first game :). I am quite fond of the ball abilities, very creative! It's hard to predict or control the flow of battle which has its upsides and downsides...but nonetheless a very unique idea. 

in my personal opinion it takes too long to discover the mystery plants. since there are 3 decorations and 3 ground types, there are 24 combinations (3 ground * pot on/off * grass on/off * rock on/off), so it would be nice if there were 24 tiles available to have 1 tile of each combination.

I found another bug. After constructing many ships, newly constructed ships simply disappear and cannot be assigned to any fleet. 

- Fleets make it to Thilia and then glitch out and cannot be sent to Tuheron or even Crivo 
- Assigning ships to fleets is somewhat tedious. Assign-all or selecting a default fleet would be nice. Currently there is not really a use for multiple fleets. 

I appreciate the simplicity and the quick pacing of the game. The music and art style are relaxing and the interface is generally intuitive and easy to understand.

Cute intuitive game. Although the matching bonus is easy to guess, the extra card at 10 is harder to guess. Sometimes a complaint is that you might add 3 or 4 to 8 and expect to be left with 9 points (8+3-2) or get 2 extra cards (8+4-2-2), but I don't think it worked out that way. Despite this, trying to get extra cards is often worthwhile, since they are worth 2+, so you sometimes even forgo a matching bonus (+1). I managed 106

If you make it so that you can send multiple waves at once, that would be cool for speedrunning.

I like how the music sometimes syncs up with the lasers

It's a very creative idea. I hope you're very proud of it!

This was a cool idea and fun to play. If the dimension switching mechanic was easier to use (like being able to phase multiple selected units at once) then it might be more interesting. One approach would be to make the money in each dimension independent, so the best way to get started in a dimension is to bring the army from another dimension until you can get towers set up.

I think the game would be more fun if each swipe had a positive effect after the tower goes unstable. Because otherwise it just feels like a tedious task. For example, if the tower went unstable after a # of kills and the swipe made it so the next instability would happen at #+1 kills, that would be a great upgrade, that would make swiping unstable towers feel more rewarding. 

It would also be nice to be able to send multiple waves at once, or spend currency on something more expensive. I didn't leak until wave 60 with 30000 currency and decided to stop because 40 more waves was more grind than I wanted to put in.

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I like the mechanics of the game. I think there's a lot of potential for speedruns. Somewhere, it should be described that you can right-click or esc to get out of a planet. Also, it sometimes glitches when you try to click on a planet, it picks up a person instead for some strange reason. My least favorite mechanic is having to pick up people manually, maybe when a planet reaches population cap the people get harvested automatically.

Despite these minor suggestions I made, I want to stress that I really like the core concept of balancing O2 and heat and I love the added twist of elliptical planetary orbits to make the heat balancing more difficult.

Very cool game and game idea. The web version actually worked fine for me. 

Very cool game.

This was a really cool game. I really enjoyed everything about it. Gives me FTL course-plotting vibes!

I had a lot of extra materials. If you could buy/build things with materials that would be an interesting dimension to add. 

This was a cool game. A lot of cool ideas, like the way territory is captured, units becoming more expensive every turn to buy, the rules for how units are destroyed by the same level. It was very fun to play.

I don't totally understand how the modules boost each other, but they got out of hand quickly... I had a tower with infinity damage and 0 fire rate. 

the update somehow deleted my save, any way to get progress back?