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YuletideYeti

11
Posts
1
Followers
2
Following
A member registered Jun 12, 2021

Creator of

Recent community posts

I like the drawing book art style, and the round-buy gameplay reminds me of Miniclip war games. Fun concept and endearing sound effects.

This is awesome! You've put a whole new spin on grade-school typing speed games. Being able to call the later spells earlier on in the game once you've been far enough to read them is a wonderfully intuitive rogue-like mechanic.

You nailed it with this one, simple controls and endearing asset designs. Love the other control block types for changing direction and jumping being passive elements. You should keep developing more levels.

I like the puzzle-type mechanics and controls, reminds me of some of the area navigation / unlocking in Mario and Luigi RPG titles. I found the red mouse; I think if you map that to the scroll-wheel click it could be fun to continue on, maybe make some levels around the fact that the other two mice are smaller and can get in confined spaces vs. the larger one needs the path opened for them.

A lotta fun! I agree with other comments about a few cards in later levels (primarily against the Angel boss) that are invisible but selectable. Haven't gotten through that one yet, but I'm enjoying experimenting with the card upgrade mechanics. Good boss names btw.

Loved exploring the world y'all built. I think you're on to something...freedom is power.

That flavor text sets the perfect mood. Great work; very fun movement / combat and good UI effects to enhance it.

I like the atmosphere you set up; very creepy, but I'm happy I could help the colony manage their grid. 

Love the music and art;  great interpretation of the theme. The Big Mode hammer kicks ass, but I think the player themselves could pack a bit more punch.

Hooked by level 2, and you've really outdone yourselves on the community aspect here.

(2 edits)

Fun time, reminds me of one of my favorites, Rampart! I like the batteries as an expansion mechanic and fits well with the world. I think you could add some button highlighting at the start as the player gains resources and some additional UI label elements or emphasis effects to make it more intuitive, but great work.