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zachbosseye

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A member registered May 28, 2017 · View creator page →

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A simple and great game. the gameplay loop works perfectly but speeding up villagers and making them break the frame barrier breaks the game too easily and provides little incentive to use the tower and upgrade the shop past level 2. I was able to get around 30,000 per round without using the tower.

A good shooter game that has a good main mechanic. The hijack creates a good balance of risk and reward but without any way to heal any mistake is detrimental. I only was able to get to 3 viruses left.

You are right and yes! I personally got up to around turn 90 but someone managed to get past 100. and thank you for the kind words!

Thank you for the great feedback! Both teams have the same AI/Code but I also notice how Red seems to tend to act funkier for some reason. Love the ideas you tossed and definitely will jot some down!

A good autobattler game. The start of the game felt luck reliant. Progression is very easy but also feels point less after sometime as enemies do not appear to scale and/or are purely random. The words on each part without any descriptions makes it hard to trust new words and experiment once something is working.

A fun combo game. Always swinging and being able to cancel after a long jump can be annoying at times. Swinging from person to person feels great but the game could benefit from more juice.

A roguelike game that has a unique concept but due to the lack of explanation and/or tutorial it is hard to understand fully just by playing. The rack option seems useless and a strategy that did not fail me at all was shoot until bullets match number of enemies then end turn and it was not punished. Shops/Events felt few and far between so I could not upgrade as fast.

A nice puzzle game and the art style looks great. The enemies did not feel like obstacles but rather bystanders that were on the path to the exit. Multiple objects having different movement and uses was nice.

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An excellent roguelike game. the glitch with the red cube makes it busted as I got around 90,000 with only that cube alone and it infinitely scales. Can't wait to see where this goes. Also speed up options and cosmetics for the sphere/weapons would be neat. Test cube high score: 139084800000

A well styled game but could not beat it due to performance issues. The air tank is difficult to manage and killed me a couple of times, ended up pushing the divers bell to the barrels instead but frame rate drops kept happening.

I think both is a good way to add difficulty, larger numbers make math problems harder and harder operators might need a small math lesson before they are shown but I still think would be fun with a difficulty slider/options.

A simple physics based game. although I cheesed several of the levels by going through the asteroids and avoiding the levels namesake for an easier path. past and including between the belts I cheesed most of it. the artwork looks great and the effects on the asteroids, black hole were excellent.

A difficult and fun bullet hell game. being locked in the planets orbit makes navigating the obstacles interesting and the different attack patterns of each planet were unique and fit the space theme. I especially thought that the asteroid from the edge of the screen was a surprising change of pace from the all planet centered attacks. 

A good arcade game and gameplay loop. Did not get that high because the mouse issue caused some enemies to be unobtainable until they moved in.

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A great simplistic game with easy to understand mechanics and buffs. music and art were great. Credits song is a Bop, reminds me of the vibe of PVZ credits song, and will listen to again. The item slots leave more to be seen. Infinite fire was confusing as it just killed me but I understood it eventually.

A good arcade game. has a very slow beginning with a grindy nature throughout. Going above a certain height changes the amount earned for reaching that height making it harder to obtain cash for growing prices contributing to the grind. The artwork looks great and the particle effects are great.

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A simple yet fun game. although the shotgun seems too powerful leaving the pistol as useless. would also love more difficult math equations.

A great comedic 3d platformer. Easy to use controls make it a blast to play. Loved the challenge levels and how they force use of harder gameplay mechanics and have tighter platforming. and great dialogue makes it even better. 

Thank you for the kind words. The visual similarity between types of players is probably due to the 16x16 image size I tried to stick with.

A smooth and well-themed platformer. The levels were not that difficult except for the last level which utilized dashing and the enemy rushes could be cheeses by spamming dash. Most enemies in the levels could also be skipped by using dash.

In order to ungrant yourself from a human, you must give yourself to another human. If you click a human while another is wielding you the human holding you loses you and the one you click holds you instead. A decent strategy I found is to use this to both make sure nobody kills but also nobody succeeds at the same time by swapping who wields you to maximize that. Killing all units will lead to a quicker end. Thank you for the kind words also. I do agree a short tutorial could have been added. I am curious though about what problems you ran into with the art?

A good puzzle platformer. the grapple mechanic feels smooth. got a bit stuck on the sentry surrounded with yellow boxes but it was easy to figure it out. The art looks good and unique. 

A good Sword based auto battler. Hard is true to its name and required some slight cheesing for me to win. The shop resetting when it got full still has me annoyed at times and lead to some losses. The lack of healing made the game extra difficult.

A Good vampire survivors like. The introductory mechanic of the game put me a bit off though but after I realized I did not have to use it I ignored it completely. the weapons you get adding to the music was a nice effect though.

A fun auto battler. Simplistic in design and easy to play. the enemy variety was small and no enemy stood out as too challenging and/or unique except for the final boss.

A very unique and difficult platformer that utilizes each weapon very well. The use of every section and backtracking is cool. the fact that no weapon gets left out even at the end is impressive. Each weapon's introduction keeps the game new and fresh throughout.

a simple game. Art style looks great. the game is short and leaves something to be desired. beat the game twice in a row by playing first five cards given.

A simple beautiful game. The art and game match great and the bad ending is funny.

A great simple game. the tutorial is very consistent and has many safety nets. the levels get interesting and camera movement makes it interesting. the difficulty becomes very easy if you hold down the slow button for the duration. the art style and CRT effect add a ton to the game.

Really good stylistic game. simple and interesting gameplay loop. the additions to your kit as you progress add a lot.

A great roguelike in similar style to shotgun king. The buffs you can get are all great and have their own place. The difficulty is what is to be expected to the game and is decently hard. The visuals and sound are also fantastic.

The game does not have any win condition. due to the nature of type swapping, the game will always end in a capture or a softlock.

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A great card roguelike. Each type of thing to infect feel unique and different. the difficulty of the game really is highest when two healers are near each other. personally, the game feels too easy and that the only thing stopping you is time and not by enough.

A fantastic roguelike game. the inspiration from billionaire is easily shown. But despite this the difficulty scaling of the game is too easy in my opinion. The choice pool for the game in both squad and properties also leaves room to explore. Overall a great gameplay loop that leaves more to be desired. I have to ask is Monopoly U-build the inspiration for the hexagonal board? Also if this gets updated would love to see some visual difference in the moving characters like cat ears for the fat cat.

The game was great but ruthless with its difficulty. The movement never felt fully consistent and sometimes felt like a gamble but was satisfyingly fast and easy to use. the fire mechanic introducing both timed and multi-segmented areas were interesting. the rope mechanic felt underutilized to me as they were just a way to move a barrier for theatrics but could have been a dash prevention method or something like that. I also somehow managed to softlock it.

Nice question! The answer, honestly not that hard, the movement is using Godot AStarGrid and each type of player has simple logic for where they want to move.

Thanks for the feedback! What is happening is that since a defender can only tag a runner on their half of the board, once a runner gets across that halfway point the runner successfully captures the flag.