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Acamaeda

209
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A member registered Apr 26, 2018 · View creator page →

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This is a neat game but it's really annoying how challenges get disrupted by attacks on your crystal.

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The radars seems useless and the magnet module seems like a worse quantum attractor. The radars could have a secondary effect of increasing the abundance of the things they search for to make them worth considering.

Oh, I didn't see the shop.

This is neat, but it's a bit of an issue that progression to later sectors is RNG based. Also, max HP doesn't update until you take damage.

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The "extra laser" upgrade sounded like it would be really good but it shoots backwards so it's near useless, at least early on. Also, using score as health means that players will have a slow, painful death once they can't keep up with the curve instead of just running out of health.

The problem is that eventually you want less distance so you don't go off the edge as fast.

Tips don't dismiss when clicking them.

The time limit on level 10 is short enough that it causes trouble...

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Minor feedback: The upgrades starting at 0.1% chance makes them feel useless since it's unlikely they'll trigger even once. It looks like they have a lot of scaling on later ones but that isn't clear initially. I'd suggest starting at a higher value and changing the scaling.
Also the light orb buff upgrade always seems to be active.

Slimes should be capped by their own type instead of the total amount, otherwise the higher-HP slimes end up filling the field since they're so much harder to kill.

The space station doesn't show what materials things cost.

This is really great for the most part, but setting up the mines and such at the start of a level gets a bit tedious... There could definitely be some QOL for mobility and such. Being able to fall off of ledges if there's ground below for example.

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I got 9:43 but in hindsight I think deviation is probably good because it means you can go further. The second run I skipped precision and did a few other tweaks and got 7:03.

"Buy units start at T2" doesn't work.

The red ore is hard to see and the music is very loud.

It would be nice if it was easier to control the fireballs.

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Bullet 2 is extremely inaccurate. Also somehow I had bullet tier 2, freeze tier 2, and mine (maybe tier 2), and it said "hybrid" and they became two freeze mines and I lost the bullets. Edit: It seems like bullets+freeze always becomes freeze mines.

Also, it seems like once your painting power gets high enough, it's enough to let you hang on for a long time and it's less clear why you actually lose.

Nice, very Gato Roboto.

It would be nice to be able to see information about colors in the collection, both their value and recipe.

There are a lot of blind jumps where you can't see what's going on. It might be better in general with a wider view too.

Some nice QOL features:
- The ability to search for categories

- The ability to manually combine categories (because sometimes there's overlap)

- Fixing the collection items to be the more commonly appearing versions or allowing either (e.g. Galileo instead of Galileo Galilei, Southern Ocean instead of "Antarctic") 

I somehow ended up with the EXP for the next level being NaN

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Both the main game and the tower game are very click-dependent and click speed dependent. It would be nice if one of them wasn't.

Also don't see a way to do blacksmithing?

Your success is primarily based on your clicking speed. For balance and the sake of player's hands, it would be better to have it automatically click at a fixed rate when you hold down the mouse.

Having an upgrade give 25x money gain seems a bit overboard...

The music is pretty loud and there's no volume options

It feels like there's a second of delay on spawning at the start of each floor that isn't needed.

The game keeps freezing/crashing in the web version during dialogue.

I rapidly went to a million and then a billion money soon after unlocking Mailman, it seems like something went wrong balancewise.

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The promotion panel didn't appear when the messages said it would. (Edit: it apparently wasn't the time for it to appear yet but it was confusing since something referenced looking at it)

Item idea: Lucky 7: Revealing or updating a tile's value to 7 regains 1 HP.

Also, as it is the last level is way too easy as not the ascetic, and also honestly probably too big. Maybe the compromise would be to make it smaller to make it harder for non-ascetic?

It would be nice to get some QOL at some point like unlimited teleports (since forgetting to buy more is just an annoyance), and deleting moves anymore so you don't need to go through that route to access it.

Bugs:
-I got Kabuto from a Helix Fossil
- Some tall grasses in Victory Road don't have any Pokemon spawn

Landing on enemies is really hard, especially if there are two close together. It feels like you should be hitting them but just die.

It would be nice to show if you've caught a Pokemon species, including:

- Show it on the battle screen, "caught" dialogue box, and radar

- Use a different icon if they're shiny

- Have an icon at the top of the radar if you've caught everything available in the area.

It might be better to cut back on the number of playable characters and to try to make them more distinct experiences. Right now you can happen upon almost any of the items and then it's the same as if you had that class.

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The star chart isn't properly showing bought upgrades. The bought upgrades are way to the top left.

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This is great! But the achievements are cluttered by how many variations of each there are. Some things you could do include different tabs for different achievement types or compressing the versions for different levels into a single box (maybe with little checkboxes for each level?)

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