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steeleater

7
Posts
A member registered Feb 26, 2022 · View creator page →

Recent community posts

a very clever and unique subversion. the premise kind of feels like a lucas pope game, which im always a sucker for. id love to see this expanded into a proper game

pretty fun. i do wish you could abort pollinating flowers early, since you're suck and totally open to attack while you are. the explosion radius is also kinda small, it often wouldn't even kill humans that were attacking me. overall though, it's pretty good!

this is pretty fun! i do really appreciate how the rounds you've already played go by faster so you can get right back into the more challenging action. i also wasn't expecting mouselook, but it would seriously benefit from the ability to see from a top down perspective. overall though, very charming and engaging!

this one was pretty fun, all things considered. i did mostly fall back on spamming goblins and skeletons and it is a little difficult to get more than a few levels in and to get enough money to use the more unique units, but there's a layer of strategy involved and it's overall pretty engaging!

the general concept is very promising and i like the mechanic of the two different energy bars. however, the opponent fish make the game barely playable. they dart to food far faster than i can react, and i usually end up dying before i can get a single food pellet.

i experienced a bug where the ball would become frozen in place if you let it land before moving the level, which unfortunately made it impossible for me to progress past the first level. the framerate also made it a pain to play, which might just be because it's a webgl build. however, the general concept doesn't seem too mechanically interesting, not being too much different from just rolling the ball through the level.

yeah, this game definitely suffers from its incompleteness. the mechanic of going through a dungeon to put your equipment back in the chests seems like a really fun and novel way to ramp up the difficulty over time, but unfortunately it doesn't seem to have any bearing on gameplay. nor do the enemies, really; i'm not sure if me not taking damage was a bug or damage just hadn't been implemented yet. it's a shame because the combat was fast and given some good gamefeel, a bit of knob twiddling, and an actually implemented failure state i feel like it could've been really engaging. i highly encourage you to keep working on this, it's got a lot of promise