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Kchortu

4
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A member registered Jun 10, 2020

Recent community posts

We had plans for features that added depth and a few mechanics, but ultimately focused on a clean, solid experience. Definitely agree that there should be another layer of difficulty after the first few apples or villagers (as suits your palate :D )

Wasn't clear at first that control would be lost over time. I was excited to see how that would feel, but the loss of control didn't happen in a fun way, the player just loses capability and strength over time. Would have been nice to have the loss of control change the gameplay loop or give up control in one way for strength in another (e.g. no aiming but fire faster in random directions, no shields but temporary damage and collision resistance after a hit, etc)

Clean controls and I liked the aesthetic

I liked the a-ha moment in the first and second levels, at first I thought the game was "do a random walk to the goal." Also neat to see how quickly adapting to the "controls" happens.

When I click on the project page for the first game in my submission queue, I still can't rate it (and am told to check my rating queue)