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Vellidragon

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A member registered Aug 26, 2017 · View creator page →

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Didn't work for me either just now. One was new while the others were duplicates, in case that may have anything to do with it.

Had a lot of fun with this, looking forward to more!

I don't understand the progression on this one. The driver upgrades started really slow but when I hit Strong Drivers, I was suddenly getting so much cash per tick I could instantly upgrade everything to where the cost overflows into negative numbers and the total cash extends beyond the screen, essentially breaking the game. This seems like it needs re-balancing and more on-screen information on what exactly the upgrades do.

This made me cry for some reason. I love my partner a lot.

Amazing, was almost thinking I would never get it. So many little problems to work around on that one screen.

Ah, baseball as it was meant to be played. Very fun, Jumbotron with golf balls seems very powerful since they also count for the hits.

I found it very hard to grasp the logic of pushing boxes into each other here. Had to solve some puzzles by trial & error and I still don't understand why they work that way.

Ah this is so clever! I liked getting the secret ending, too.

This one has classic flash game vibes in the best of ways. I liked the music and simple visuals making the game feel dreamlike.

Cute game, very easy but I liked the different twists on every level.

"I get it, but this is kind of trivial, isn't i- oh wait"

Sneakily clever puzzle!

Clever game, had no idea what I was doing at first but then it wasn't too hard to figure out each character's logic in the end. I feel there's a lot of correct answers here, which is an interesting approach.

This was pure magic, especially the final part. Loved the constant repurposing of parts from previous puzzles and really having to think about which boxes are "free" (or can be kept so) and how they can be used.

This is a good one, some of these solutions are pretty out there but they always stay focused on the core idea. I found the death tile interactions a bit hard to grasp but they're only in a few puzzles.

The solution to the last one was wild.

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This got very interesting towards the end but it felt like the two reflected sides didn't matter that much in the first half of the game. Could have possibly trimmed some of the earlier puzzles.

Very fun, nice job on the difficulty as well. Haven't played all the B-sides yet but it's felt very fair and it takes no time at all to restart a level, which is also a plus.

This seemed a little less focused than Stamina with a lot of objects to remember the function of. Fun ideas though, especially in the second half.

I like the meta puzzles here, unexpected and pretty funny.

Bug report: It seems I never got the Slay 500 Imps achievement despite having slain much more and having the achievements after it. Web version.

Short and sweet, like the presentation. The puzzles were very easy for me but it seems like more could be done with it.

The concept is fine but progression could be faster. It feels like there's no relation between the singular blips of money you collect and the 1000s it costs to buy an upgrade. You have to play several runs with no changes to afford anything, which takes a long time and gets boring.

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Nice idea but very difficult. My partner and I have been stuck on the level with the 3x2 grave formation for days and still haven't gotten any further. Wish there were solutions available.

EDIT: Nevermind, there's a walkthrough on youtube, it just wasn't showing up for me before.

That's me!

Very clever, would transition again.

This game seemed very difficult trying to play it "normally" but Jasper really trivialises things. Dealing damage for 1 mana while stealing it back (and more) meant I never had to end my turn after the first few levels, and it just escalated from there. Didn't use any other characters apart from the succubus to get past the beginning and become a simulate target for Jasper later.

Seems there's some weirdness with the buttons where they can't be clicked if they are overlapping the rotating beach scene (which happens because the scene resizes with the window, but the position of the buttons does not). Itch opened this in a maximised window for me that made the decorations button unclickable due to overlapping the beach until I shrunk the window.

You get an XP multiplier on each job or skill based on that job or skill's max level ("1 + the max level of the skill or job / 10" according to the description for touching the eye to reset).

Max level is the highest level you reached for the job or skill in previous lives.

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This has a weird bug where you can drag & drop the icons to the slots and it causes the actual clickable button to move to that slot, disappearing from the selection and becoming permanently stuck up there (until you restart). Not a big issue since the game can be played by clicking instead of dragging, but strange that it can even happen (looks like the dev log mentions it being fixed but it doesn't seem to be).

Very fun! It's always nice to see a puzzle that can do a lot with very basic elements.

This was really fun, it took a while to fully realise all the things I could change and figure out a strategy from that. It's a bit luck-based naturally but I did feel smart when I eventually beat the last monster through a slow survival approach.

Having played this for a bit now, it seems like the game is its own worst enemy performance-wise as actually taking advantage of the many increasingly fast and scattering balls like the game wants me to makes it slow down to a crawl, which is very counter-productive when it's supposed to make progression faster. Even turning the visuals off doesn't seem to affect performance at all, so there's essentially a hard cap on speeding up progression before it instead becomes a lot slower.

I'm also a bit baffled by the boss mechanic making you not only refight every boss every time but also fight them an increasing number of times. The bosses themselves are a cool concept but adding exponentially more refights just drags out the game in a way that isn't fun and is way slower than any other form of progression. I get the skills are supposed to be special, but it's just too much and made me not want to bother.

That aside, this is a nice concept and I definitely had fun up to this point.

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Wish I could export the save but clicking the button does nothing at all. Tried disabling all script- and ad-blockers and it still does nothing. It seems to be trying to use pastebin for something according to NoScript but it's not happening. I'm using Waterfox.

Nice game, unfortunately I ground-pounded at the wrong spot and got stuck permanently between two platforms, losing all my progress. I saw the cow but didn't know how to defeat it.

I was enjoying this, but I think it may be bugged because I kept losing health and eventually the game despite not letting anything through.

My towers were breaking candies right at the spawn point, and I lost when I broke a big swirly one, so what I think might be happening is that the candies that break into multiple are being detected as having escaped if they are destroyed at spawn because the smaller candies are spawning outside the map.

Fun game, but frustrating with the random enemy spawns when money is so tight. It seems Stage 3 provides just enough to defend against a specific kind of enemy sequence, but they often just don't spawn in that order/places so there's not enough money to defend against them. Had to restart many times before I got lucky.

Love the theme, though!

Game crashes/freezes after a few waves unfortunately. Tried a few times now and it always becomes unresponsive in the middle of a bat wave, after pressing Next about 5-6 times.

Fun, but the Endless mode seems way too hard (unless I'm doing something wrong). I finished the campaign, but I can't get past the first wave with fast gnomes in Endless even on the Easy setting. It's a huge leap in difficulty because there are so many fast gnomes and the cannon is not that strong yet.

I suppose I need to use the items more, but I found them a bit of a hassle since clicking one turns the cannon around and then I can't aim it while dragging the item. If the items were on keyboard shortcuts and appeared at the cursor when pressed, I would be using them more often (unless they already are and I didn't realise).

I feel like this game needed instructions because I couldn't really tell what was going on with the towers and why their appearance kept changing. I placed a lot of Smash & Squeeze towers (they don't actually cost anything) and it seems they "deteriorate", but it's not clear to me what causes it or what to do about it.