This has a deeper story than I was expecting. I'd recommend giving the player more input.
BrokenWindows
Creator of
Recent community posts
This game is very polished, but I found some of the buttons to be unintuitive. I didn't even realize speed and strength had buttons until I reread the controls. I also encountered an oddity where the box would get stuck to the edges of the hold and made the level practically impossible. I like the resource management aspect, but I feel it could be pushed further. Maybe having each button drain power per use. I could feel the basis of this, but the current power loss system almost felt time based rather than use based. overall, very good!
This is a fairly simple game I found myself wanting to replay to see how far I could go. I think slowing down the laser would allow the player to be more precise. Consider allowing the player to "swing" sooner because I found myself rolling out of control without any way to change it. Also, the line indication direction is hard to understand, making it larger and/or extend to the player's mouse might make it easier to understand.
This is a fairly simple game I found myself wanting to replay to see how far I could go. I think slowing down the laser would allow the player to be more precise. Consider allowing the player to "swing" sooner because I found myself rolling out of control without any way to change it. Also, the line indication direction is hard to understand, making it larger and/or extend to the player's mouse might make it easier to understand.
The game seems to be a mix of a tower defense and a resource management game, which is a cool concept. However, I find the progression to be a little slow and the soldiers to be a little blind. The art is also good, but I wish some form to UI distinction (maybe hovering over) was provided to differentiate between soldiers and miners.
The game seems to be a mix of a tower defense and a resource management game, which is a cool concept. However, I find the progression to be a little slow and the soldiers to be a little blind. The art is also good, but I wish some form to UI distinction (maybe hovering over) was provided to differentiate between soldiers and miners.
I didn't expect the multiple languages. I could tell you had a larger story to tell with the game, but the actual mechanic seems very disconnected. In the first section I'd recommend adding some lighting so the textures don't feel so obvious; it would also allow the vents to be more complication through their design and not just difficult to navigate because of the lack of depth. overall, nice concept.
Horror Pourer (Power-Up MiniJam) by BrokenWindows
First build failed and took 20 minutes the second time.

