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ochredev

13
Posts
A member registered Nov 01, 2020

Creator of

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Interesting concept, feels like I'm watching a music video more than playing a game. I kind of have a hard time rating this because I wouldn't judge it in the same way I would most games. I would maybe make going up slopes slightly easier, as I felt blocked a few times and needed to go around. But the core idea is already there, not sure what could be added.

Great start, but the minigame gets old after a few minutes with nothing exciting to break it up. I got a few fish into level 2 but stopped because I got bored. With some more variety and a sense of progression, this would be a much better game.

This game is fun! My only gripes are the amount of corners making it hard to smoothly move around while dodging, and the fact that text covers enemies/bullets. I didn't realize there was a mini map in the lower left for a few minutes, but once I found it the game made sense. Great job on interpreting the theme; I was laughing as I kept playing.

I didn't really understand what was going on at first, I planted a few trees and didn't know why the disasters were still going. I realized how to cast spells, and was able to get to around year 8 before losing. The gameplay is solid, I think this would be way better with clearer explanations in-game and some quality of life fixes to make it easier to follow.

You know, I work in a casino right now and I actually like this game. The deck building lets you set up really silly odds like 1/3 of the deck being a flush with itself and having multiple chances at quads, but just being able to set up pairs efficiently is good enough to win. I got through on my 3rd try.

I really like this game! My main issue is that it becomes way too easy after about 5 mins.

- I can just run in a circle along the walls and nothing catches up to me, charging the axe as I go; I only take damage because I get greedy and try to hit more things.

- Spellcasters don't really pose a threat, they are easy to kill and you can hit the projectiles out of the air. They prevent you from standing still, but you wouldn't do that anyway because you are building charge.

- I was excited when the big tree man showed up, but he went down in 3 swings and didn't pose a threat.

- Another minor thing, the enemy spawn noises were a little annoying after a few minutes because it just kept happening. Given that the enemies spawn anyway, I would remove or heavily reduce the volume unless they spawn on screen.

- The axe might charge a little too fast, I almost always felt it was ready whenever I had a need for it.

This is one of the better theme interpretations and core game loops I've seen so far!

You know, this reminds me a lot of a project I worked on for a month a few years ago. From that perspective, I think the movement feels slow and the map boundaries aren't immediately obvious. The gun is also underwhelming to use, and it's your only option as far as I can tell. You have the skeleton of the game, it just needs some meat on the bones to be fun.

I like the idea, but the physics feel random each time, which makes planning or trial and error difficult. The camera doesn't feel very responsive, and the controls seem far more complicated than they need to be. Why not just drag and drop things into the game? Or, failing that, use left for springs, right for conveyor belts, and do everything else by pressing buttons? Not a bad concept, but the systems aren't user-friendly.

From reading the description, I get what you were going for. The problem is, if all the rooms feel same-y, I don't really get that engaged with the game. I just kind of walked around for 2-3 minutes and found everything by accident. The movement feels kind of odd too, which is noticeable when there isn't much else to interact with. The game feels like it's missing some kind of core mechanic to play with, but I'm not sure what that might be.

I think this COULD be a good game, and certainly has the foundation of one. I can see the gameplay loop (even though this is a subgenre I don't normally play) and after a bit was able to understand what things did. There are a few things I think could be done to make this game significantly better:

- Performance: Running the game (browser) felt choppy, like the game was struggling to render at a good frame rate. For an action game, that hurts.

- Cursor: I often lost track of my cursor because it was very small and subdued. As many abilities rely on aiming with the cursor, it should be more noticeable. It also sort of blends into the gray/purple of the menus, which makes it hard to use there too.

- Communication: I was able to see the basic controls when I started, but I didn't really understand what was going on for the first five or so minutes because things were just happening on screen around me as I moved. I didn't piece together what icons represented the cooldowns for what abilities until I accidently killed enough enemies to select something. If a bit more was communicated up front before stuff was trying to kill me, the game would be easier to understand.

Still a solid game underneath all this though, just needs a little more polish in order to shine.

Ok, found my favorite combo so far:

- Destroyed Death turns into Hierophant

- Destroyed Hierophant places Death at top of draw deck

- Placed Death destroys all cards in row

I was able to breeze through for a while once I had most of the top/bottom rows empty and everything filled. I ended up ruining my run by selecting "50% chance drawn card becomes Magician" just to see how it interacted. Also had "+2 multiplier when finishing in one move", so I was just racking up points.


A lot of fun! I'll probably be playing this off and on well after the jam ends.

Got up to screen 3 of "my hands hurt" before I decided to put the game down. There's some good ideas, but I feel like I'm fighting the physics and momentum systems more than I'm playing the game. Trying to wall cling and sliding down into spikes is annoying. The writing doesn't do much for me either.

Yo this game is actually cool, I had fun trying to figure out what I could do with digging and the wall jump. Things are introduced in a fun way over the course of the first few minutes without breaking pace, which is impressive.