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GrueGoblin

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A member registered Jun 27, 2020 · View creator page →

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The controls are sadly too much to be fun. At least it should be possible to give out instructions, plan construction etc. when the game is paused... Having the truck's path planned for more than one step ahead would also be cool.

Loved the graphics and the overall idea. 

But with two mace upgrades, I was unstoppable. :)

Interesting game. Got distracted by the inventor's nonsensical babbling at first. :D

An unskippable intro? In this economy? :D

Cool game. The limited controls make the platforming pretty challenging. 

I feel more checkpoints would be justified to avoid frustration.

Goood game, very fun Katana play. And the Audio is very smooth. But everything is too ...purple.

The UI could use some tweaking. The health indicator needs to be much bigger and contrasting. Right now it kinds of blends in so it doesn't feel deserved when you die. In the same department, adding a screenshake or some other indicator that to being hurt could help.

As some weapons are bigger than some of the enemies, the threat detection is compromised by weapons lying all around. This could be solved by giving weapons different shape of indicator than the enemies have. Something that could differentiate weapons from enemies at the first glance or even by peripheral vision itself.


Ok, this one is probably the most fun submission I played in this jam. 

I like that there are different builds possible based on what weapon you use.

The time based waves are a problem because you can leave a lot of scrap behind. That's what makes Flamethrower more satisfying than other options, because usually when you kill an enemy, they are close enough to pick the loot automatically. :)

A cool innovative take on the classic. I liked it. It pushes your brain in two different directions.

At one point some orpaned pipes became the source of water despite not being connected to the actual source. This felt like a bug.

I'm glad I'm not the only one who broke the tutorial. :)

It's a fun little game. It could use some kind of change of pace like breaking down the gameplay into stages. Or inserting some metagame. 


Possibility to throw the trash into the furnace when you realize you picked the unrecyclable kind would be nice too.

Yea, I totally get the idea, but compromising the vision with reach rarely works. Identity of the game takes priority almost every time. A game that tries to be for everyone ends up to being for no one. But what do I know? You have more ratings than me, so maybe your approach DOES work... :)

Thanks for the rating Mc, I appreciate it. :)

And one last note, gathering resources automatically like this feels very uneventful. You could let the player gather the drops by clicking on them, Plants vs. Zombies style. As there's not much to do for the player during the wave itself, this would at least keep them busy during the show. :)

And sadly it's not much of a challenge. Keeping all your towers up to date with stacking all available upgrades, bonuses and boost towers will cause the enemies being vaporized before they even get to the first curve. Even the last wave.

This could be solved by multiple entry points forcing you to divide your forces strategically or create set building spots where the towers can be placed, so you are forced to consider different ranges and qualities of the towers to decide where to build what.

13 types of resources? Damn, I thought I will have the most with 11, lol. :D

And you actually managed to implement the upgades.

The gameplay is a bit repetetive after a while, but as a showcase of the core systems it is enough.

Nice claustrophobic atmosphere. Took me a while to figure out the door. I was looking for keyholes! :)

Uff. those controls are too realistic for me. It takes forever to accelerate at decent speed and the same amount of time to decelerate. 

Maneuvering is similarly difficult and unresponsive. Combined with the fact that you have limited vision, it is hard to collect anything before you run out of fuel. It is still a cool simulation project, I'm just not sure of it working as a game.

Maybe it is someone's thing, but definitely not mine.

Cool project.  Could actually go somewhere if the missing features are implemented.

I ran out of space very soon. Either the items need reduced durability or there should be a possibility to drop them or do something useful with them (like transforming three of the kind to upgraded version).

Very challenging platforming. When the game takes me for a long lift,  some sort of background would be appreciated as I don't see anything moving. :)

Very challenging platforming. When the game takes me for a long lift,  some sort of background would be appreciated as I don't see anything moving. :)

I liked the room transition. Could be good base for a multiplayer game.

It's a pity there is no weapon or character selection for player.

The AI is weird. And there seems to be no control over the board stage.

For few rounds the point dealing worked, then after killing all enemies, the new round wasn't dealt.

I appreciate the attempt at the turn based gameplay, but the turns are taking forever. Maybe if there was at least some animation to look at meanwhile. Otherwise you can just skip the delay and let the player take turns until something actually happens. 

Cool music, btw.

This one could use some sounds/visual effects, so the actions would feel real. Maybe knocback on the enemies could add both to the tangibility of projectiles and the game dynamics which is kind of lacking now. I can see different projectiles have different effectiveness against different enemies, but there is no time to exploit that mechanic tactically. Separating enemies into ever growing attack waves with short downtime to collect rewards could smooth that up.

Thanks for playing and for the feedback.

I actually had couple of hints implemented at first (the same style the grapple pauses the game for the first time it appears), but my early testers found most of that that help redundant and annoying. I'm still working on how the mechanics could be communicated and I will definitely implement those improvements after the rating period is done.

I had that problem too. But the second jump can be achieved by pressing the ability button. Not the jump button. It's quite counterintuitive...

Ok, the info generally can be found, but it could use a bit of redundancy in that department. Like showing active structures and bonuses in some HUD that is always accessible. On the same note - the place interactions (upgrades at the base, building at the building spots) is best hinted when it's available.

It is weird that the terrain is nonexistent for the player and it can be exploited to fight the wasps.

Btw. "Mr. Robot and his Robot factory" for Atari was probably my first kiss of gamedesign as it was the first game I ever experienced having a level editor for users. I know there is likely no connection but the name, but it's enough for a lot of nostalgia.

Cool prototype. I can shoot seeds at distance! (and walk out of screen in some places).

It's a pity it got so underbaked. I see the theme is mostly incorporated to the "story" (The little of it is there anyway). 

But I see a potential in this. Maybe further exploring of the setting and motivation to grow a specific crop would do it good (custom orders, different effects of the crops to the outcomes etc.)

Sadly, I can't rate this, because it's somehow unplayable on my setup. For some reason the game opens on my secondary monitor with tmost of the display being out of screen. I tried opening the settings but nothing seems to react and I had to Alt-f4 the game.

Just to inform you, I was allowed to resubmit the game with both issues fixed (self grabbing trash and the Recycler filling dialogue). In case you would like to try it again.

Nice music, art and an original concept. Sometimes I seem to die randomly even if no animal falls on my head...

The shooting part was supposed to benefit from upgrades bought for the resources gained in the Recycler part. New weapons, different shields, possibility to donate the water and biomass to the planet to improve their population etc. were supposed to bring variety to that otherwise repetetive gameplay. Some of these upgrades are technically already implemented, but there was no time to create the UI for you to buy them. 
There should be definitely more animation and fluff to the game events, yes.

Cool game. Very addictive upgrade system!

Fun little game. Felt satisfying for a while, then my hand started to ache from clicking. Maybe it could use an autofire. :)

Thanks for feedback. I'm already aware of these bugs and I think I know how to fix them even.  Welp, it was a last minute submission and I'm glad I pulled it as it is. Even though lot of features had to be scrapped.

Maybe I'll give it some effort and release a more complete version after the voting is over.

Glad you liked the sounds. It was kind of an afterthought that was added on last day. Nobody likes to play in silence. :)

I can totally see the mainly used wild card in this. And I appreciate that. :)

I wish it was smoother in dynamics perspective. I struggled to see what exactly are my choices. Do I pursue them? They turn around and hit me. Do I walk away from them? They pursue and hit me anyway. There is certain crispness of choices that is missing here. At least for me. But maybe I didn't catch the spirit of the game yet, because it is too original...

Thank you. The idea of repurposing retrieved resources somehow installed that 'crane game' into my vision very early into this project. There are supposed to be upgrades to the Grapple Arm, the ship and the planetary shields. Some of them are even practically implemented, but there was no time to do the UI for actually buying them, so the only thing that can be bought is an extra life (and I made it so expensive that it is unlikely for someone to actually use it :D ).