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subscriblr

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A member registered Sep 15, 2024 · View creator page →

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Thanks, the game turned out to be in a pretty good state by the end of the jam. 

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Other people were suggesting to add some homing effect for projectiles, but I don't see how I can make it so you can choose direction freely. Because you want to have both hands on your keyboard, pointing with mouse is not an option.

Thanks for playing!

Couldn't understand how to play. Randomly figured out you can jump from walls but could not reproduce the movement consistently, sometime was having random teleports when doing it. 

Thanks for the detailed comment, I could agree that if the spell typing is separated from the casting point it would improve things quite a bit. After thinking about it I would at least change it so after you pressed enter, spell does not go out immediately, but waits for one more key press.

As for the point regarding the music it looks like you've only played tutorial, because chill music is only for the menu+tutorial, but during the main part of the game the music is changing.

The game is very responsive and visually well put. A couple things I found out to be frustrating for me like waiting for the right skill on the wheel or not seeing the boss life bar.

Nice art and boss design, the mechanics complexity look reasonable, the only thing it lacks for me is amount of animations (both ui and combat) so I could understand what's going on more intuitively. 

I'm really curious you did your animations, they look really smooth.

I got stuck several times when I was doing good and then suddenly die and noise sounds start to play, I would still hear my punch sound but nothing was happening on screen, quite confusing.

Interesting topic about symbiosis human and AI but I expected it to develop more.

Gameplay is easy to start but lacks development and variety as well.

Good gameplay, nice style, but lacks interactive mechanics. 

Haha, we did limit the options by using only one "main" word, otherwise it'd be too crazy and lot harder to design and implement all mechanics, which was already a very heavy part in this project.

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Thanks for such a nice comment. 

I tried to balance all spells and weapons to be of equal power and quite happy about how it turned out, but I can see that once you discovered a single good strategy it might seem too powerful until you find another good one.  I'm curious what was your strategy.

Thanks for playing!

If you just want to try any boss on any difficulty there is a boss practice mode for this. 

I think giving the opportunity to start from the same spot if you die kinda kills the rogue-like element in this case, because you would just brute force all bosses with whatever strategy you came up first without trying out other stuff. 

As for ability to restart, nothing stops you from quitting on the first boss (right after picking upgrades) by pressing P or Esc. 

Thanks for your comment. 

The idea for three difficulties was that on Normal you can win while still learning basics, on Hard you have to find any decent strategy, on Uber you must have a solid plan and play more or less optimally, combining weapons and spells.

Very simple game, but it actually feels good. A lot of submission games here are unnecessarily over complicated, but you kept it clean!

I like how you combine spinning theme with rogue-like weapon choices.

You might want to check out mine game since it's also a rogue-like where you can use sword or bow weapons!

Interesting concept of using spinner object to damage the boss while you have to dodge it at the same time.

For me it felt a little bit hard to shoot precisely so what I ended up doing is just shoot randomly and hope it will hit the right direction. 

amazing game! I played it so much my wrist hurst...

Cool looking game, movement feels really neat as well!

Even though it's amazing to have multiplayer, would still be nice to have quick solo mode to practice and get in quicker. 

Nice game, animations and models are simple but well put together.

Sounds game a flashback from visiting dentist. 

Nice game, feels very well polished. If the goal is to make clusters of the same color I would add a more clear indication when you're doing it right. You might also consider adding a mode with specific objectives to add more variety. Other than that this is very close to a complete game. 

Great game overall! I say the menu is the best and I can't really think about any obvious downside. I guess I could enjoy more shooting because now it felt like 95% you are dodging and managing your bullets. If there were more targets, so you had to choose between who to shoot or skip the bullet it might be more interesting, because now it's more like you have a good bullet you shoot and a bad bullet you skip. 

The fact that you're a snake with the gun that has this coil roll ability is kinda cute but...

The design decision that you can run out of bullets and there is practically nothing you can do during the fight is very questionable. Also I think I had a bug that make ammo not picking up, which made it completely impossible to play (even though I had the sound effect).

Visuals are quite nice. The snake was a bit hard to control, but still good since it is a snake game.  

Overall the fight is very dynamic and smooth despite some abilities feel like really hard to avoid. 

One thing I did not enjoy is the arena design, since there are many blocking squares and it was hard to tell whether a block is unpassable or not. 

Very smooth game, animations and visual effects are incredible 

Thanks, our main priority was to make it more interesting to play and explore

Thanks for your comment!

It is totally intended that you can beat the normal and hard difficulties with only using weapons, otherwise the entry level barrier would be too high. However to do it on ultra (or 5+ level in practice mode) you will be pushed to use both spells and weapons. 

Interesting idea of helping to kite monsters in a tower defense game.

Adding more mechanics to reward the player for smart moving (like leading to traps or stacking monsters together) would add a lot to this game, otherwise its quite repetitive and no strategy needed. 

Cute models, controls are in place. 

Matching the theme quite nicely, although having a calm music in building mode would bring the right mood.