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swoopie

1,101
Posts
8
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11
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17
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A member registered Jan 29, 2021

Recent community posts

Very cool! Plays well, looks polished and it's a lot of fun to trigger the chains.

After my first prestige my progress is reset, as it should, but the whole skilltree is unlocked and I can't purchase any skills anymore. Is that a bug or am I missing something?

That was a pretty cool experience! Even though this demo is limited and it does get a bit repetitive, it gives a really good idea of what's coming and definitely leaves me wanting more! The visual style looks awesome, the concept is nice and I really like the different minigames you created for cleaning up or assembling fossils. It really made me going to gather all kinds of nice stuff for my museum and I can fully imagine that in the full game, when you add more variation and perhaps more challenge, this will become a really cool game! Well done! And, wishlisted, obviously :-) 

A few things I want to mention:

  • Fossils are sometimes (partly) exposed which feels a bit weird
  • Deleting an exhibition doesn't really work, it just stays
  • You can only rotate an exhibition when it is green already, while I would expect it would just rotate and prevent you from putting it down when the orientation doesn't fit
  • In the description it says you can't come back to a location when you leave it, but they actually come back all the time
  • There's not much incentive to buy the extra tools, perhaps add a layer of complexity or inaccuracy / crudeness to make it necessary to buy them if you want to keep your bones in a better state?

Kinda, but  I was hoping with all max upgrades that it was do-able, but no ;-)

It's a very cute game with a nice concept, but one thing that is really annoying is that the mouse cursor is not 'locked' to the wolf and you also cannot see it. This means that sometimes the wolf will just turn around because you move your invisible mouse cursor past him. Not sure if I explained this clearly ...

Playability is waaay better now, nice. Powerups are easier to get now indeed, only when travelling at high speed they seem still too hard to get. And, the frequency of the blue powerups is really low, but that might be an incentive to not get hit ;-)

Nice concept! What is annoying though is when you ESC out of the upgrades or game you go out of fullscreen and the menu keeps overlaying without any means of going back to the game screen. Sounds like a small thing, but it's pretty annoying, especially because you can't save anymore then.

Ah, I thought that might've been the problem, because the bigger the enemy, the slower they are, but after letting the game run for 3 minutes I didn't wait any longer. I'm not gonna play for 30 minutes again, but nice that you fixed it so quickly!

Maybe that's because of this 'undefined' it shows in the 'Data'?


Pretty cool game! It plays really fluently, looks nice and tight. Well done! It did feel too easy though, although it did keep me engaged, the powerups I received made it I could survive pretty easily without much effort. Oh, and a biggy, my first boss (30 minutes) did not materialize :-/ I chose the Titan, was eager to see how big he was, but nothing happened when I selected it.

Looks really nice and polished, plays nicely as well. The variation in upgrades is a bit low though and I think the orbit blade did not work.

Pretty cool (start of a) game, plays really fluently. A few suggestions, move the ship to the left of the screen, gives you more time to react and more time to destroy asteroids with your level 1 laser.  And, maybe make the powerups (or the hitbox) a bit more forgiving.

Very cool game! Nicely done!

Ah ok, fair enough, maybe that's true, it is quite a casual game in the end. Still felt too fast for me though. With these kind of games I expect a little more grinding, to increase the satisfaction later :-)

Nah?

Yes it saves. Upgrade borders are white/gray when you can buy them still, red when too expensive and green with checkmark when you bought all levels. For people with regular vision like me it's fine, but can imagine that for colorblind people red and green are an issue.

I moved some bugs and ideas I had from here to your Discord, hence my deleted posts below.

Had the full upgrade map purchased and achieved first prestige leven in about half an hour playing. It was nice and engaging, but that might be a bit too fast?

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Nooooo you broke savegame progress!!! Well, understandable this happens sometimes, still sucks though. Although, to be fair, I purchased all the upgrades already I think.

I like that you added zooming to the upgrade screen.

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And, after finishing the game, the 'Continue' button doesn't work :-/ Oh, after some pressing of ESC back and forth at some point I could get rid of the popup and spend my hard earned scrap ;-)

Enjoying the game so far. Found a bug though. Can't buy this health upgrade, while I do have enough scrap.

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I like the new version. The options button is a welcome addition to restore full screen again. Also, seeing your 'money' in-game is nice, as is seeing the damage you do with every hit. Big improvements!

What I don't like is the skull icon instead of the dark border when a peg is decaying, makes the screen more cluttered, I'd stick with the dark border.

Also, I cannot really judge balancing anymore. I was at level 11 yesterday which was quite a struggle to get through. And in the past minutes I just blasted through level 11 and level 12. So either the balance might be off now, in favor of the player, or I was forced grinding too much in the previous versions so I'm now overpowered, I  do have almost the full upgrade tree covered.

Also, the blue squares seem to add up like mad now, whereas in the previous version that was really slow. Is that a 'scaling with level' that I missed or that didn't work before?

And, the firing rate also drastically increased with this new version, but I also purchased an upgrade (or more) for this. The effect is just way bigger than it was before.

The level progress also goes way faster now. Just now in level 15 I reached 100% in the first seconds already.

And, some suggestion:

  • Create a pause option in-game, also adding a settings button there, so I can go back to full screen when I go out mid-game. Not high prio, but a small QoL improvement :-)
  • Add a zoom in/out option to the upgrade map, makes it easier to look around, especially when you're pretty far upgraded

Wow, at first I thought this was an updated version of your demo version and it scared the hell out of me, but this is actually your first version, right? I misinterpreted your comment :-) Not gonna play this, because your new demo version is waaaaay better.

Don't know the trend, not much of a gym person myself ;-) Might be good to mention in the comments that the game is not complete yet, because I can totally understand for time-limited projects you can't make a finished game. In this case it's more about expectation management then :-) 

Thanks for the quick response! Keep up the creativity!

Very nice! Plays like a charm, physics are spot-on. For me it was relatively easy, although I did die quite a lot and wasn't that fast. But I'm definitely not cut out for speedrunning, but I can totally see this working for that with your tight controls. Nice!

Game was nice, although a bit repetitive. Found a few bugs. When you jump down on a bubble the speed with which you fly is really low, close to 0. And when you pick up a bread right after flying it doesn't work. Also, at 500+ somewhere I died without the oil being present, I was waaay ahead. Or do you also die when touching a slime monster? Can't remember if I did.

Kinda simple and also kinda boring, but still, the way you set up the caves made me push through and find all of the hives, so that's definitely a plus!

A bit too simple of a concept. I see no difference between the three gyms and what is really annoying is that when you exit a building you are returned to your house, which makes it boring to walk all over again. I would add some more challenge and some more variation if you want to make your game more interesting.

The physics work quite well, it plays nicely. However, I'm stuck at level 4, no clue how to progress. I can't make any of the jumps and when the guy drops in the lava it's over. What am I missing?

Ok, nice mechanics, but this game was waaaaaay too short and waaaaay to easy.

Yes, it works indeed now, the E+T instruction didn't come up at all before you fixed it! 

Really nice concept and style, at first I thought the reloading was kinda clunky and would annoy me, even though the reloading is the main point, but somehow it also made me feel more engaged, putting an emphasis on bullet- and time management. Nicely done! Haven't played it for too long, not sure if it's the game for me, but still, really nice job!

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The menu only says "mainMenu_1" and I have no idea how to start the game.

Ok, kinda boring, also kinda nice, also maxed out all the upgrades, maybe that says something about me ;-) However, a speedometer upgrade or some indication of how high the moon is would be nice. I don't feel motivated to keep trying to reach the moon.

Finished :-) You asked for feedback, but I honestly can only think of compliments. Your game looks fantastic, it plays and controls really fluently, the music and sound are great and, most importantly, it did not get repetitive at all. It provided just the right amount of incentive to remain curious and motivated to get further and upgrade further. So, really well done!!!

It did trigger a lot of ideas to add. Like puzzles, enemies, more incentive to kill in a specific way, powerups that are dropped, etc etc ... But, at the same time, the current simplicity also has its charm. If it gets too complicated to manage stuff the game might lose its attractiveness, for me at least.

Very solid basis for more I'd say! Definitely wishlisted :-)

Fair point, my point was not only about the pulsing btw, it's more the aiming that feels 'off'. But indeed, I can imagine that picking up stuff also interferes similarly, although it's also a tradeoff, between going for the aiming or for the pickup.

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About the pulse attack at cursor upgrade in relation with the aiming.

My cursor is usually nowhere near the playing field, because I need to move my mouse in the upper section of the screen to aim my cannon in the right direction. If you calibrate this differently, it would be better to aim directly at the mouse cursor or something. In the screenshot you see my mouse cursor (pulse attack is visible) on the top right of the screen.

I do, I'm having fun and keep being interested in progressing, finding out what's next, so keep up the good work!

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How do you obtain blue squares btw?

Edit: Nvm, got it, wasn't far enough yet.

Hey nice! You keep updating it, right? Because at some point this week suddenly level 2 felt more balanced. I am now at Level 5, almost out of powerups to choose from and a few new ones popped up. Nice!

Uhuh ;-)