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Ben

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A member registered Feb 27, 2016 · View creator page →

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Duster Buster gameplay notes

Easy to accidentally choose an ability when you're clicking through level up dialogue. Maybe add an animation or input delay

Mouse selection fights with the navigation selection, so it looks like one option is always highlighted, which is kinda janky since both mouse and keyboard are needed by default

Better to ditch the mouse altogether, because it uses your movement direction for attack direction anyways. I'd switch to arrowkeys, and z/x/c/v type layout personally

if you take the dodgeroll perk, it makes many other perks pointless, which makes the choices boring

It's not clear if taking dodge roll perk multiple times has an additive effect on damage and roll distance. (If so that's rad lol) Same with the heavy attack only perk, though that one hits everything anyways. It could definitely use a boss with more health (maybe just a modified lamp or couch) to make the damage increases seem meaningful later on

Heavy attack left and right hitbox is very small, misses when directly next to a lamp, unlike when attacking up or down

Loved the writing! Which is a rare complement from me with games, but the dialogue was very enjoyable.  The pace of the game-play was perfect too.  Normal was challenging, I almost made it through without missing a customer but one slipped by when I was thinking "I bet I'd be an awesome barista irl" lol

10/10 itch.io certified gem



idk how to get past the couch. I just roll around spamming E but all i can do is toggle the light switch.


looks cool though

You should keep the feedback / report bug option up all the time, not just the end, I run into bugs and forget to report them

This update is 🔥🔥🔥 Looking great!

I love the poison update!


I kinda wish I could skip elite relic drops now for a little nectar, since there's more things that don't really apply to my build.

I don't know how knights never thought of this before, well done

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Fun prototype!

The only viable build I found past lvl 20 is shield + spikes + evasion, due to the phoenix.  

Great concept, I love it.  Best I ended on was turn 8

Came back to it and won, the learning curve was so satisfying

Damn this game is hard as hell and I love it

And you look **stupid**

TAN IS THE BEST

I managed to escape on day one XD

I'm glad I got a sneak peak of the world after escaping, the demo ending there makes sense.

For immersion and easy cheesing nonsense, I think if the guards see you with a weapon, or openly wearing armor, they should beat you and take it, even if you go to bed.  if you're seen with visible contraband I'd expect that response, or maybe a prompt like "transfer forma" except "give up inventory" or "stop right there criminal scum"

Beating the guards within an inch of their lives is a very morbid training regimen but you gotta do what you gotta do haha

I would very much like to be able to select options with the number keys 1-9 and have running into locked chests/doors bring up the action menu, rather than having to click on them

I'm looking forward to seeing how the magic system progresses.


This game is incredible by the way, it's crazy immersive

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the guards stopped coming to trade me forma for bread, and after I interuppted their visit to my cellmate's cell, they got stuck in the bed with them for the rest of the game.

The previous game I got stuck in spell casting mode with 0 forma, and couldn't get out, then I quit and lost all my progress.  I'm not sure how or if I can save

Disfruto mucho este juego.  Un poco roto ahora mismo, pero me gusto jugar. Necesito mas espanol para entender los instrucciones jaja 

muy bueno :D

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Some notes!

  • It won't let me change my name on the leaderboard today, it's stuck as "Player4387".   
  • It'd make sense to have an open leaderboards button in the game over screen
  • You should probably rename the shop from "Item" or add a separate shop button, as it's not clear you need to click on it to open the shop.  Maybe you could highlight it and pause the game the first time you get over 150 coins.
  • It's not clear you need to trigger the damage / time stop upgrades after buying them.  you should just write that in the store or add an explanation for the single use icon.
  • Item idea!:  An item that removes the ten lowest tiles, or all tiles under 4 or something, as an alternative or replacement to shuffle (I bought it once and got zero new merge opportunities lol)
  • It'd be cool if there was a sound effect when you reach important coin milestones for purchasing items. I find myself being inefficient just because I forget to keep an eye on it while I'm 2048ing
  • I love the game :D

This is just a brotato clone,


great work :D

Cooooool, my favorite part was surviving after all the lights went out, spooky :D

Damn I crashed. Cool game! This comment box looks like its its zooming away from me after staring at the zooming screen for so long XD

Made it to 110!  Very fun game, great additions to the 2048 formula

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Oh I didn't realize there were items, I also got stuck on ten!

Love the music

Oh cool!! I might try to play this with my sisters :D

I'm not sure why I'm playing this but I think it's helping ward off Alzheimer's.  Don't want to brag but I beat keypad on training mode with fewer than 8 mistakes in two tries

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Really cool game! I got to the demon level in the browser and the lag got crazy whenever I fired the burst gun.

I see the brotato influence clearly!  I was playing on a trackpad and personally i'd really appreciate an auto aim (or even auto fire) mode.

I'd prefer more choices and control of my build, ie the first 8 levels or so had one shop and I could just buy everything in it, so I made zero choices.  I'd be happy to have an upgrade choice after every room, or every couple rooms, to gradually craft my build.

Really solid start, very pleasantly surprised after picking this out of the "most recents" page :D Keep it up!

Fresh as heck!  

lol is this a bug or a joke that the "release" button for life's work is unavailable

Needs autosave! It crashes a lot and I keep losing my data.  very fun game, with a very janky ui, I'm looking forward to updates

Me three! I like that it said "too much" / s

window gets really tiny occasionally, this time it was after I left the computer and it went to sleep. I think before it happened when opening the game fresh

Nice game man! I'm glad you decided to post it.  I beat ai on hard.  Pretty cohesive little concept, would have liked to see how it was expanded

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I'm having too good of a time with it tbh, it's very addictive!  More feedback, unit bar edition:

  • When you select a unit on the ship, the unit's inventory is not selected, you have to select them in the top bar
  • The top bar seems like it could hold almost twice as many options horizontally and require less scrolling
  • Reordering the top units or prioritizing ones with abilities would be very helpful

I'll  download latest for future playthroughs

actually I was already on latest / 3d, I only got it two days ago, here's a video of the bug

More feedbacks:

  • UI for loading / launching units is too small and too far away from the enemy ship
  • I'd like to be able to drag and drop equipment onto my units to equip if they have an open slot
  • The tooltip for units often obscures their location

Super fucking cool game

I've been encountering a bug where i can't click on certain unoccupied squares,  it happened to my ship's command square and ended my run, and I've seen it happening on many other squares, like they get in a bad state permanently

The new update is amazing!  The white on light gray is very hard to read though

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That was fast! I gave it another go, so here's some more notes :D

  • The tooltips showing the specifics on the upgrades screen isn't showing up after the centering
  • Having the core get created on click is much better, but I think your cursor should turn into the piece,  or indicate that you're in core placement mode somehow.
  • The concept of a health bar is very weird here.  I guess it's if you take core damage?  Maybe you could have it be simplified like, lose the fight and lose a heart type of thing, and / or have your damage taken out of your scrap winnings.  idk

An idea for handling cores: maybe parts could stop working if there isn't at least one core connected to them.  So you could have multiple in case the ship breaks, or just one to save space and money.  More just cause it feels weird to have the weapons firing when they're disconnected on their own.

There's a lot of tough design decisions ahead, but luckily it's already very satisfying to see ships blown apart, so you've got a nice base :)

The fix worked!  Also I'm a huge fan of the way the tiles merge now, esp. the engines.

I'll jot down more thoughts here as I play.

Gameplay

  • Enemy ships don't have cores?
  • Movement is relatively pointless vs just being tanky and having a lot of guns. 

Interface Stuff

  • UI is way too small, hard to read and click, also crammed in the corners
  • Core / generated ships should spawn on mouse , not in a random position.
  • Ships shouldn't collide with each other or at least be rotation locked in-between rounds
  • Ships spawn on top of each other after each fight
  • "Start Battle" button shows "Stop Battle" after the first fight
Stargrid community · Created a new topic Very fun!

I'd like to be able to create a ship from scratch.

The copy button doesn't work for me and eats my scrap