Skip to main content

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

wibwam

30
Posts
A member registered 40 days ago

Recent community posts

There was a truly surprising amount of depth, with so many unique items and enemies! It took me a while to find my first shop though, making a large chunk of the game very difficult. The final boss fight also seemed a bit rushed, with all of the enemies just thrown into a room together.

I loved the fundamental combat and enemy design! Would love more upgrades other than stat modifiers - like maybe more ricochet, more ammo, multiple shots, etc.

I found it to be quite inventive and enjoyable! With some polish, all of the enemies could feel really cool, and the art style was refreshing. The main thing holding the game back is its length. There isn't enough variety in both enemies and upgrades to keep the game engaging for the length it takes to reach the boss. Each room also became a bit of a slog, as more enemies with more health would keep on piling up - I would rather have enemies that are more challenging than just being bullet sponges or overly hard to hit.

This is so much infinitely more enjoyable than the mobile slop it was inspired by! I would pay to have this on my phone. Honestly, all I would really want is more varied objects, a shorter timer, and the option to make the objects fall faster. You see, after I messed up my tower early on, I just found almost everything falling off and it being almost unsalvageable, making me just want the run to end or for me to get something good enough to keep on going.

Very visually impressive and I could tell there was a lot of strategy and synergy this game could potentially have. I just wish the enemies slowly ramped up as the game progressed instead of all just showing up at the end. What I ended up doing was just transforming every single building as soon as the enemies came and then waited until the game ended and I won because there wasn't really much balance. With a little more effort, this could be super fun!

It's like that snake game but if you controlled multiple snakes simultaneously! More levels would definitely be cool, along with improved enemy AI on each level (and maybe multiple spawn locations). It would also be cool if some pieces did different things, like some moved faster while others were larger or can teleport.

So many strawberries! Because there were so many, I felt so intimidated that I didn't want to collect any. If there were significantly less however, then I would have absolutely gone out of my way to get each and every one!

I wish the rounds were much shorter - it could get tedious while waiting for the next wave without any new enemies or upgrades to keep me busy. I was always looking forward to the next twist however, as they never failed to keep me on my toes!

brilliant, if not a bit tedious at times. would like more mechanics to spice things up as the game progresses. felt very much like a rhythm game, i would suggest looking at Rhythm Quest for inspiration!

what if... i luv game? could definitely use more varied upgrades and what ifs. maybe the upgrades can be tied to the what ifs, like each one comes with a positive and negative (like meteors fall and can hurt you, but can also hurt the enemies)

I loved the matching puzzles and sense of exploration, but the combat definitely felt the weaker part of the game. I would run away from the enemies every single time due to how difficult combat was! There wasn't really any incentive or necessity to fight, and it actually felt counterintuitive due to how much I was dying and easier it was to just run away.

The movement didn't feel great and the levels a bit too difficult in combination with the unexpected surprises (i didn't look forward to restarting levels if it took me too long to get back to where i was). But I loved the progression of mechanics to keep the game interesting! Maybe you can combine some levels so every one feels more dense and engaging?

it would be cool if i had to micromanage more stuff with each level, like enemies coming from multiple directions and more towers to place. and maybe i could be clicking resources in the environment (but slowly destroy them) to gain currency, so it all felt more tied together

You have somehow achieved literal perfection. I only wish the game were longer so I could spend more time with my beautiful creation!!

I found it just so amusing, and the menu was rather clever. It would be nice if I could restart on the current level tho

I loved how mysterious and unnerving everything was! I never quite knew what would happen next, but that would be a double-edged sword, as I never had enough direction to know if the game had any more content or how to reach it.

ahhh make full game pls, with more things to click onnn!

It was actually terrifying when it went from being a chill dodging game to all these guys jumping on me!! I'd be interested to see how you could expand upon this!

so clever! although i wish some of the puzzles used more brain power than repetition, the narration made even these parts an enjoyable narrative experience

Absolutely beautiful! The level names were also super helpful little hints. Movement could get a bit annoying tho

beautiful

Rahhhh so cool! Would really benefit from some enemy variety though! It would also be cool if I could unlock upgrades the longer I play

I loved the world and aesthetic and feel! They are such silly little guys! It would be cool if dying felt more strategic however - like if dying at the right time would resurrect you and give you a temporary upgrade. Like maybe resurrecting would be on a cooldown or require a certain number of coins?

So immensely creative! I always felt like I knew exactly what to do however - it would be cool if I had to use a little more brain power to solve each puzzle - maybe more stuff to interact with and more possible solutions?

The game felt so juicy and I loved the large variety of upgrades! It definitely suffered from a lack of enemy variety however and I found the friendly fire annoying to the point that I actively avoided the majority of upgrades.

So cozy! Almost perfect execution - I did find movement immensely annoying however!

I really loved the gimmick, although I'm sure it would get annoying if I played it for more than an hour lol! I feel the only thing the game really needed was a cool boss to tie everything together!

I loved how user friendly it was! I never felt like I was being overly punished for my mistakes, making each failure into a fun and quick learning experience! The boss fight did feel a bit underwhelming - I wanted to work more with everything I learned throughout the game!

I found the movement to be surprisingly deep, however I would have loved more control! I wish you did more with the enemies, possibly with new enemy types? It was often disorienting when things were moving in the world - partially because everything was so spaced out and there were no points of reference, either in surrounding platforms or the background.

It had great pacing for the amount of content in the game! I found that everything came together really well. My main critique is a lack of balance - I often had way more coins and keys than I could ever spend! The rooms were also possibly too large - I would have preferred much smaller rooms so I could traverse faster, especially when I'm heading back to the shop.