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zemeal

6
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A member registered Jun 01, 2023 · View creator page →

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Genuinely clever concept and satisfying gameplay. Brought me back to the nostalgia of old flash fishing games where you had to guide the hook. It's okay to be a ravenous shark if you're doing it all for your kids :,)

This is so well polished!! Definitely shows the strength of taking a simple concept and making it as satisfying as possible. I was bobbing back and forth in my chair in time with the music :P

I'm not sure what it is, but I find the slidey movement of the blocks along the ground really satisfying. Maybe it's because you made them come to a stop gradually?

Thank you!! Hopefully it'll be spiced up with some neat animations in the future. Thanks for playing!

Great points, thanks for the feedback. Yeah, originally damage was much lower but I thought it became too tedious just watching your claimant sparring with the enemies without anything to do, especially in the early stages. I'll have to think about ways to solve that, or maybe embrace it and let the game become more of an incremental game / auto-battler. 

I built out modular systems for things like nodes with lots of different effects and enemy variety, but ultimately spent too much time on the technical stuff and not enough on just adding game elements. So a longer version is definitely possible at some point. Thanks again!

Yep, that's on me - there was a check which prevented pulses from continuing through tiles they'd already passed through, but I unknowingly broke it immediately before upload and was far too sleepy to notice. I have ideas for lots of unique nodes - ones that would change pulse types to a healing pulse or a chaining lightning attack, for example - but spent too long refining the node-to-node communication system and ran out of time.

You're totally right about not rotating, that could potentially solve a number of problems. Thanks for the suggestion, and thanks so much for playing!!