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Yurglepop

41
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7
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A member registered Sep 11, 2016 · View creator page →

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Very short, but that's to be expected for such a deadline. Wish there was more need to use the size shifting mechanics.

The UI was a bit weird to understand, as I thought my inventory was a broken shop, and I accidentally opened the shop later. I wish things weren't so temporary, because I got to a point where I had spent everything i had, but then didn't have any resources to get coal again, softlocking myself.

I'm glad the enemies tell you when they're going to attack, but I feel like the combat isn't responsive enough to react effective. Sometimes dodges dashes you far, sometimes it seems you don't move. And only being able to dodge left is really limited. Both of my runs were ended by somehow having all my controls locked with nothing to do. Idk what happened, maybe there's an invisible health bar that drained and I died. Idk.

The art is very nice. The concept sounds neat, but it's not really on display in the current build.

I think the biggest flaws are that it feels too tightly balanced around buying certain upgrades at certain times, and not revealing what towers are now available to buy at the start of each round. My first two runs lost purely because I didn't notice the previously locked right side acorn shooter was now available. Other than that, it certainly has potential!

The controls and lack of feedback on success/failure I think are definitely the weakest points. The gameplay loop otherwise was very neat. Like those hole in the wall type games. Good job!

Both of my runs ended by being trapped inside a wall. It also sometimes felt like it wasn't following me properly. Otherwise, it's a very neat game. Good job!

Some bosses became unbeatable, which was a bit frustrating. The idea is nice. More clear feedback on health would be nice.

I'm not entirely sure what the benefit of shrinking is. The combat seems to be the biggest weakness, as it's mostly running away until that 4 second cooldown ends, and hoping the sword will connect when you attack. The restarting the game on being touched once is a bit punishing.

Very simple, but a good start to a idle city builder. I got to a point though where i couldn't produce apples anymore, so i guess i just lost? Lots of work to be done!

I have absolutely no clue what I'm doing in this xD

Moving blocks can be a bit finnicky. I think a simple drop shadow would drastically improve it. There's a bit of variability in the puzzle difficulty. Additionally, with how much puzzles can require platforming, coyote time would help the responsiveness. The game as a whole is very neat, and I do enjoy the concept!

Very fun. It's like if you made Yoshi's in Mario more disposable, and cuter. Diabolical and great. Like many games in this genre, the puzzles become very easy if you try to do much of the optional stuff, causing some accidental sequence breaking on my part xD

Very nice! Def think the small guy is a bit better. Perhaps a few enemies that require to be hit with specific attacks might help. (Maybe there are and I didn't get that far?)

Lot of potential, though I don't know how to solve that first shard puzzle xD

Perhaps a bit too easy, though it was a neat concept! Also, that pause button is in an unfortunate place, as it ends up in the way after a while. And I had some blocks spawn off the tower under it, but for some reason it didn't seem to affect the balance of the tower. Nice job all in all!

Very cute! I think getting a bit more feedback on how big your pizza is/had to be would be nice. Seeing the pizza clip into the wall initially made me afraid it was too big, so I think making the pizza shelf bigger would be helpful

As mentioned elsewhere, I think the controls are the main issue. Otherwise, It's a neat concept. I couldn't get very far, but I feel like I got a grasp of the game loop.

Very neat concept, with a funny premise. The pathfinding could use some work. 

Neat little unit defense. 
It doesn't feel like the most thematic game, but it works.

It seems to be missing most of the files.

The camera is very floaty, which makes it a little weird to use. The scaling mechanic is very neat, though the level seems to end abruptly, so it doesn't get enough exploration. I'd like to see it polished more and explained a little better.

I like the slot based system, though it took me a bit to understand why the menu suddenly disappeared when i though i was just buying an upgrade. And the menu has a bug where it shows up too early when a wave is still going.
I don't know if it ended early or if there's just not a lot of waves, but there's lots of room for this to continue going.

Congrats on the game Trixie! Could use a little more exploration of the mechanics, but a solid start.

The ending was a bit strange, but i always enjoy a platformer.
You certainly like your invisible platforms xD

Neat concept, though the platforming is a little slow, and death doesn't seem to do anything. After the baby cries, it went completely black and I seem to have fallen out of the map

Thank you for all of this! We just released an update that should address these concerns.

Ah! That should be explained better. So, when you have Research unlocked. You can move a tile into the slot in the research tab, and hit research. If you don't have that letter already unlocked, it will delete the letter, and add that  letter to your available letters to buy. Essentially, you will need to buy the tile again, but now you can just start at that letter instead, without having to buy a bunch of upgrades.

Very neat! Kind of difficult, but I appreciate the endless mode. I noticed in endless though that the 'Player' had a billion health, and I'm wondering if that was a change from endless mode, or if some upgrade really jacked up his health

Very neat concept! As discussed, UI could use a lil reworking, and I think a limited discard would help (like, discard up to 2 cards per round), or perhaps a way to change the ordering of the cards in hand

I really love your twist on the theme. I really enjoyed the logic puzzles. My only concern is I think that you should probably include a handy lil sticky note on there to help people figure out binary.

Nice lil game! Really dig the graphics. I like the mechanic, though I think it would help to expand on it some more. Puzzles were just a bit too easy, and could use some more 'wrinkles' in solving them. Also, consider having an option to quit or head to the main menu after completion

Definitely could use some form of ending. I'd like to see this taken further, perhaps with character level scaling. Like giving easy quests for low level characters and working your way to difficult quests for high level characters. Overall, it's a very fun idea to play with. I enjoy the art a lot.

Very cute!! It's very fun, when played correctly :P I learned on the second level you can just spam the grab button to continuously bump laika into the same planet to clear it faster. With some clever design, you could probably polish that out and it'd be perfect! :D

The art is nice, if a little dark. I like the concept, and I think it would be even better is there was a lil more maneuverability and better hit detection on the swords.

Neat concept! I feel like the consequences of actions could be pushed further, especially if there were more paths to take.

I like the idea, though I simply don't know how to influence the character

Its a neat concept! The controls weren't very intuitive and the timing felt a lil awkward, but the idea is very interesting! Would like to see it brought further.

That do be a giant enemy spider! I like the idea of being a terraria boss, just wish there were more things to do. 

It's a very fun tile puzzler!