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TylerIsland

26
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A member registered Jul 11, 2022 · View creator page →

Creator of

Recent community posts

I think the jump mechanic is pretty neat, and it serves the dual purpose of movement as well as attack, which makes it easy to pick up and play. I'm sure you wanted to add more if not for the lack of time, but I think it's great that you still managed to upload what you had, so good job!

Interesting concept, I would like to see where the idea can go from here. Could be cool if certain monsters were weak against certain types of weapons, or if certain treasures could combo together. Overall, its pretty well put together, and I like your interpretation of the theme. Good job!

Really fun! I love the concept of it and your take on the theme. A lot of thought went into this, with all the different types of effects, and I can see it being expanded to a full game. Great work!

I like the concept, and how you can accumulate your cards on the field. An improvement could be to indicate which direction you fight in, and which monsters come in first. Great job overall!

Interesting idea, I see what you did with the main character's name XD. Currently a bit challenging, maybe tweak the difficulty curve slightly. I enjoyed the artwork too. Good job!

Simple gameplay, I like that you have to try and deflect the bullets back to the enemy. Good job!

Interesting twist on the genre, I like that you really have to focus on catching all the bullets. Simple and yet effective controls. 

Due to how the wave works, I was always catching all the bullets, then going round to finish off the monsters. Perhaps it would be cool if the monsters fired at different times, and then you would have to manage killing monsters at the same time as catching bullets, rather than killing them at the end. I also felt that the hitbox could have been a bit bigger too. 

Great work though, I had fun!

Thanks for the detailed feedback! Yeah I did realise that trying to take the tool away from the unit was a bit awkward. I do agree with your points, and there's definitely room for improvement if this idea is expanded on. Well noted, and I appreciate you taking the time to give your feedback!

Pretty cool game! The mechanic of being able to push blocks down is pretty well done, and really makes the game unique. It's also well polished and I enjoyed playing it. Great work!

Great concept! Good use of the tools to make the puzzle levels, but the text box for the mass could be made easier to see. There was a level where I let the cup roll towards me and I finished the level upside down. I enjoyed playing it!

Fun experience! I enjoyed watching as your goblin allies fight for you, and then realising that you have to flee again once they are all dead.

Love the art and how much effort was put into each screen(even the loading screen). The paws came in pretty fast, so it was quite challenging. Overall, the game feels well polished and complete. Great work!

I think this is an interesting idea of how you could make a "second-person" shooter game. Some feedback I have:

  1. Start the level on the nearest enemy
  2. Selecting the next enemy should only select alive ones
  3. Lingering on a dead enemy kinda removes the "enemy perspective" if you just stay on screen
  4. I had some issues finding my way to the last enemy if it gets stuck

Nevertheless, it was a fun experience, and great job making the concept work!

I like how you interpreted the theme. An idea could be if your attacks could change when you changed hats. I encountered a couple of issues(the boss dialogue activated while the doors were closed, getting stuck when defeated), but good work overall!

I enjoyed how wacky this game was. I had to remember to aim for the enemy sword and not the body. Good job!

I enjoyed it! I like how you start to get slower when holding more mice. The obstacles placed allowed for strategic plays like luring the snake one way, and going the other. The snappy movement feels good too. Good job!

I like how you can set fire by using a magnifying glass, and pouring a bucket of water to cause a flood. Enjoyed the art and music too. Good Job!

Thanks for the feedback!

Yeah it was pathed out manually, which was why making a level takes some time, and I couldn't finish all the levels I planned. Glad you enjoyed!

It was well polished and I liked that you took the effort to tell a story. If you could modify the platform controls to be done without a mouse, that could solve the issue of feeling like you need 3 hands. Great work making so many levels!

Novel idea! It tests how well you can adapt to controls being swapped. Great work for adding a whole tutorial for how to play.

Love the polish on it! I enjoyed the isometric aesthetic and  the sound design. I would suggest to reduce the number of actions needed(multiple clicks to destroy building, having to press 2 buttons to place each building) and allow the player to focus on setting up the combos. Nice work!

Suprisingly fun after a bit of experimentation! The way I played it was by building up walls around the player, then placing blocks underneath it. Could be improved if I knew how to predict what the next block would be.

Nice twist to Frogger! I like the arcade style. For an added challenge, maybe there could be cars on the road that you have to also dodge.

I quite enjoyed the idea of having to play while in the loading screen. I also liked that you had different UI elements end up coming alive or becoming part of the map platforms!

Interesting take on the theme! I liked that there is a rock-paper-scissors aspect to it, combined with the strategy to try and clump up the units to finish them off in one fell swoop. Game difficulty is a bit steep at the moment. Would love to see this idea explored more in the future!