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leosandim

30
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5
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A member registered Jun 08, 2020

Creator of

Recent community posts

For sure, I would love to play a new version =)

This was one of the best comments we had.  
I was the responsible for the sound, and I am not a sound designer ahahahah
Complete agree with your points!
Thank you so much for the attention to the details and for all the feedback.

The art is amazing, one of the bests I saw until now.
The card game is really cool and well thought for a game jam.
I felt that the brick-break moment when we are infected were way too fast, and I couldn't even see what was coming.
Since I liked the game a lot, I wish we had a limit of movements to explore, or a more intense resource consumption. I am pretty sure you all thought about it as well, it was just a matter of time. Any way, great entry, congrats!

The concept is pretty cool and the art is awesome. I jsut felt that the control scheme is difficult to keep me in the flow.
Still great job for the jam time!

Really engaging trying to find the best set-ups. I miss some little visual feedbacks of which constructions were costing me money every day.
Still, what a great entry for a Jam, and a cool concept for the theme. Congrats =)

The art is cool. The push mechanic could have some harder challenges if the game progress further.

The game start hard. I think it is the bullet speed that makes it difficult from doge at the beginning. But I like that we have a lot of life to understand the game and experiment with it.
Great job!

The art is great.  The level design felt a little bit hard to understand sometimes. Great job being able to do a metroidvania on a game jam!

Putz curti muito a interpretação do tema. O jogo ficou muito bem finalizado pro tempo de Jam, parabéns gente.

Very polish for a jam game. The controls and mechanics working really well. Well-designed puzzle and the art is working really well. Congrats, great entry!

The idea is really good. We had the same concept but ended up going with a different scale on bullet hell. But I loved how you guys executed it.

I love backseat designing, always bring some good perspective.
Yes, we wanted to make it as a skill tree, where you need to get some specific lvl ups to have access to power ups such as the pacifier. Unfortunately we didn't have the time so it was a choice to keep it or not.
But thank you so much for the feedback and to reinforce this idea =)

Oh, I didn't notice the control limitation. Considering that you did an amazing job.
Once I got the muscle memory of changing between character and block, the flow of the game was great =)

I liked the turn based scaling up mechanics and the action based qte during combat.

Pretty cool setting. I love this idea of climbing up out of your dreams.
The lighting of the scene is pretty good as well.
I just felt that the difficulty escalated really fast, not sure if it was to go along with the theme hahaha

A lot of little mechanics, I like that.
The level design is a little bit too labyrinth for me, with a lot back and forward, but I enjoyed that I could run faster when I grow up, so I was just switching up to keep the max speed momentum.
Well done =)

Great point!
The initial Idea was to make a mix between a pool game and a bullet hell. The players were supposed to use the aim to hit the enemies, avoiding their projectiles or using them to bounce and make the hit. But as we progress we saw that this idea was hard to balance and make it fun on a jam time.
Anyway, great feedback, thank you for playing =)

Pretty good ideal, really well done the art and all the options. A lot of mechanics for a game jam, congrats.
I just wish that the game was a little bit easier at the start hahaha

Cool art and storytelling for a Jam.
The controls are hard, but enjoyable when you look at them as little puzzles for each step of the level.

Really cool little game.
The tank controllers make it really difficult, but was nice when I got the rhythm.
The shooting cooldown could be a little bit faster, but great job to make it on only 48 hours =)

Hahahah sorry guys, this was a discussion between the team.. 
Since it is really easy to get speed, it was supposed to start with you really slow and feel the game getting scale up as you progress, so i voted for disempower. I guess it was a little bit too much.
Thank you for your playing and sharing the feedback =)

The art is amazing.
The ideia is pretty cool
I like the levels, but the controls felt a little bit too difficult and counterintuitive.
One idea that came up as I was playing was to use the wasd for the character and arrows for the blocks. Not sure if would actually be better, but I was curious.
Anyway, congrats for the submission

I liked the concept a lot, the idea of scaling but getting punished by greed.
There was some exploits, such as pressing e all the time during the steal sections. But great work for 48 hours

I love the art, really well done.
Took me a while to get the mechanic, but was fun to play around. The number os assets blocking the path of the supporters was a little bit frustrating.

A lot of mechanics and some cool levels.

But, as part of the trend here, it took me a while to understand the glass mechanic.

A lot of mechanics and some cool levels.

But, as part of the trend here, it took me a while to understand the glass mechanic.

The ideia is great, has a lot of potential.

The visual are really good as well!
Just some of the puzzles felt that they could be done in many distinct ways and without a failing condition I feelt I could just force my way on some of the levels.

But great job for a jam!

I like the idea.
There is some really good potential for puzzles.
I wish the up scale had more function, but was fun to over grow the guards =)

A lot of potential, so it is really frustrating when small things get in the way of the fun.
I've tried a lot  to make further in the game, but without being able to pause or set the bounties more reliable, my knights just get killed faster than I could bounty.
Some other minors problems, like feedback that make sure that my actions were being acknowledge by the game, or being able to understand  bounties price and to be sure that the bounty was set.

It is a good idea, but you need sound. The whole point of timing is missed just because you didn't put a music for us to follow otherwise is just frustrating. See how it works on NecroDancer.