Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Strackeror

24
Posts
A member registered Jun 10, 2020 · View creator page →

Creator of

Recent community posts

It's a pretty polished game, both in terms of visuals and in terms of gameplay. Not sure I like the 'control the arena' aspect, it doesn't end up affecting the gameplay that much, but makes things a fair bit more confusing, I think.

Visually, pretty impressive. The gameplay ends up being a bit basic once you understand what's going on.

Huh, it's an interesting idea, and executed pretty well. It's a bit on the easy side, and the delay when cleaning up 2s is a bit annoying, though.

Yeah, we added a 'tech' like mechanic towards so that you could have some influence on where you landed after being damaged. But it also cancels the death animation, so as long as you do it you can never actually die...

Yeah, I know, we ran out of time before we could anything better than the simplistic spawning system there, but it would have been one of the very next things to handle.

Ah, funny way to use the 'en passant' thing. Apart from the UI blocking the bottom right (especially annoying against the boss), I feel like the game could use a bit safety after being hit, also the king's sword hitbox is way too big, I kept getting hit while being very obviously away from it.

There actually is a combo system in place, though it's very much not obvious. You get more on more points for each enemy you kill on the same 'run'. I was imagining a mario style point number pop-up but, well, it's a jam.

(1 edit)

Interesting concept, I like how you have to deal with your own creations afterwards. Clean and simple art-style, works very well.

I feel like the time limit was often a bit too much. For the block building part, I generally just spammed the space button because there was no time to do anything else

Cool mechanics, very dynamic gameplay with a few clarity and balance issues.

- No idea what the upgrades do, and how costly they are (I was just clicking every upgrade to see if I could buy them...)
- Hard to impossible to get new guns when you run out, leading to moment where i'm just 'guess i'll die'
- Could have used some hit flashes on the player and enemies, and a bit more sound.

Cool implementation of the 'play the enemy' concept. Clean and polished for a jam game, well done.

Ah yes, the true bullet heaven. Enjoyable concept, though I had to really focus on not killing the hero to actually try the planet killing laser.

Oh man, there's little to criticize here, the art is clean and readable, the gameplay is addicting. That boomerang is a pain in the butt, in a good way !

Interesting idea ! Felt like gameplay could have been a tiny bit faster, I felt like the 'runner' was a bit lacking in reaction time.

I'm... honestly not sure I quite got how to play. It doesn't feel like you have that much control over what your character does. I just ended up generally aiming for the additional health tiles when I could.No idea what the + and - tiles did.

I do like the pixel art and music though !

Interesting idea for a puzzle game, though it obviously could have used a bit more time in the oven :)

Ah, that's a fun mechanic, I had the hero basically surrounded all the time in the end, but he still fled :c
The ramp up of the monsters is pretty fun, you can feel they're getting more powerful.

Cute graphics, snappy gameplay, I like it. 

A shame this is unfinished, but indeed there's pretty incredible pixel art and sense of atmosphere here.

Ha, very clever idea, and the passives are a great way to make things more complicated.

Fun little game, but a couple criticisms :

- I see where your idea came from, but you just end up with a basic autorunner, which doesn't end up feeling very original.
- The background scrolling feels weird, it's faster than the foreground, which I don't think is supposed to happen.

Cool take on the reverse snake, with some interesting mechanics ! Movement felt a bit sluggish though, could probably have just done it like traditional roguelikes, where the world moves as you do.

Very interesting concept ! The way you have to alternate characters makes for some interesting decisions, like intentionally getting low health before dealing the finishing blow.

That's very pretty pixel art ! I like how you rendered a sort of runic style.
But yeah, there's... not much gameplay there, at least from what I can see.

Cute graphics ! 

Interesting idea, though I think it would have worked better without the developer/unity editor angle, you feel more like a dungeon master than a developer in the actual gameplay.