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Sueshe

12
Posts
A member registered Jun 09, 2018

Recent community posts

The puzzles are so slick and the way it uses the game's mechanics is awesome. Now I know what it's like to fight superhot players.

Absolutely love the idea. I consider it sort of a combat take on a rage game, where it feels like it wants you to understand the general combo/frame-based way to deal damage without taking any similar to a fighting game.

The best game I've played in this jam by far!! Only thing is I wish we had more control over the tank guy, it'd be super sweet if we could use him to block shots. Adding onto that idea, maybe projectiles that hurt the healer or the tank more, so you're incentivized to control which party member gets hurt? I wasn't really sure how best to use the cloaking, I realized about halfway through you could be a bit more aggressive to speedrun but it didn't feel like there was any point to do that. Amazing art and gameplay, I love this concept so much and I wanna see it in more games.

It did feel a bit easy since the balls didn't seem to ever be fired with leading relative to the player's movement though. It was a neat concept on a bullet hell type game. 

It was really unclear when using the cheats was gonna get P1 points, so it felt like I had very little agency. The art and filter for the game was cool.

The jumps were semi randomly being short, unsure why. I found the controls were fighting me a lot. I liked the clean art style though.

This is an incredible concept! I wish there were stats or some way to know what each creature vaguely has as stats, it would be cool to be able to intentionally be able to choose creature combinations that work together such as deploying tanky ones near the adventurers and ranged ones away from them, something like that. Very fun!

The cursor was really hard to see which made control hard, also it was a combination of that + no good way to grab the ship, that made playing difficult, maybe if there was a joystick that let you just control your ship whereever it is from one fixed spot that could help? Otherwise though, the gameplay was really fun!

I'd love visual feedback to hitting a cut with a fruit. The gameplay did get pretty repetitive unfortunately.The visuals are great!

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There should've been a visual indicator of which crate is being controlled. The breakable floor mechanic was unintuitive. Was it time based, or if a crate is filled, or number of times crossed? Not sure?? How many times could a crate fall in and not die? The click active crate to switch to the inactive crate system was really hard to figure out when I tried blind. The art was cute, and I did enjoy the puzzles.

I think the rocket launcher guys were a cool idea to limit the player snowballing out of control but they were unfun when they'd punish you for doing well, it would make sense for them to come out later game, but something like a faster shooting rifleman would make sense to scale up killing power without getting to the point where numbers basically don't matter. I also enjoyed using houses to split up my horde, but it didn't feel like an intended way to play the game, and I would've loved ways to control the zombies into different groups more easily.

I really liked it, I think the conditions for two colliding cars to go top or bottom was unintuitive, but otherwise super fun!