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WizzOwl

36
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A member registered Jan 09, 2025 · View creator page →

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It was really fun to play! I like the combo idea a lot. You have a great variety of weapons. The dash felt really good and it’s nice that you can pick up weapons with it, especially against the boss. It has a lot of potential, if expanded further.

I had one tiny issue, I died at the same time I finished a combo resulting in the “prepare for next wave” UI piece not clearing itself.

Great submission, good job!

I really like the idea of a cat filling a box with balls to unlock doors. The cat have some great interactions with the environment and is well animated. Also, it’s a nice touch that you move the cat using a laser pointer.

I managed to get the box stuck in a wall in the first room and a lot of the times, when balls are next to a wall or object, it’s difficult to move them out.

Great submission, good job!

Thank you for playing and for the feedback!

This shows great potential. It is an interesting mix between different things. The graphics are clean, I like it.

At first what I thought to be just a match 3 mini-game, is in fact better once I figured out what the energy is for. I like that you can move things around even if you are not making a match.

Good submission, I would be interested to play it again with more upgrades.

So I tested it, going back to the defaults controls then redid my mappings. At first, it had no effect. Then resetting them again and redoing them, space was not working. And for my third try, I just changed the place parts setting from Space to … Space and it worked. It feels like it’s random when it wants to work and when it does not. I use Firedragon, which is just a Firefox fork that comes with my Linux distribution.

Despite the bugs I still could experience your game just fine, I initially played with the default controls.

I had a lot of fun playing it! I like how you implemented a bullet hell with slow motion, it works really well. The part where the red bullet come from the left and the right is really satisfying to pass through.

It’s interesting that you took traditional classes and put your own spin on them. My favorite was the druid, truly unique.

This game shows great potential for a complete experience. Great submission, good job!

I like it a lot, a great idea coupled with really good graphics. You built an interesting world that shows potential to be expanded upon.

I noticed a couple of bugs: when you go to the controls options through the pause menu and go back to the game, the UI showing you objects you can place disappears. Also, in that same menu, I changed the place part action to Space and skip typing to E and could no longer place objects (using Space or left click or any key).

Great submission!

Thank you for the feedback!

Yes, the turns should be quicker. Regarding the robots stacking, the robots should avoid each other and not be able to end on the same square. Maybe in some circumstances they can? I will look into it.

I like the approach to the theme. The graphics are nice.

I would like to have sound effects for hitting enemies and when I get hit. And I would like to know what each upgrade costs. When I see “not enough materials” and I have some, I am left wondering why it does not take the upgrade. Also, it would be nice to see the upgrades on the character sprite.

Congratulation on your submission!

This is a solid submission, very polished. The art is great, the writing too. I appreciate the skip dialogue button and skip tutorial setting. And I like the different achievements, makes me want to get them all.

Good job!

I really like your take on the theme. It was really fun to find what animals worked best in the different locations. The writing is really good, it made me laugh more than once.

Great graphics, great audio. Good job on your submission!

I like the mix between Tetris and connecting pipes. At first I played it like plain old Tetris but I knew I was missing something. When reading the comments, I realized you can connect pipes, which makes sense. And then, all I wanted was to connect pipes. It’s definitely interesting to have to balance clearing rows to player longer and connecting pipes to boost your score.

Also, the audio is great.

Great submission!

Thank you for playing!

Yes I acknowledge the turns should be quicker. It was great during development to see if the enemies are behaving the way I intended them to but for the release, it should have been changed.

Thank you for playing!

I agree the turns should be quicker. And yes I need to make the player turn more obvious, I am thinking of adding a sound effect for it. Also good call about player abilities, I will think of something.

It’s understandable, I too rushed so many things in the last two hours…

I had fun playing it! The atmosphere and graphics are great. The door physics when opening a storage unit are well done.

The sound is a little loud, an audio slider would have helped. And the mouse sensitivity is too low, fortunately I can increase it on my mouse.

I got jumpscared by mannequins, great submission!

You have a great amount of content with distinct towers. I like the narration especially how each tower is introduced. And I appreciate the variety of the supported inputs (+1 for keyboard only).

The game is easy, I placed a lot of towers on the left and it worked well. Also, there could be a way to see upgrades on towers without needing to click on them, like a popup displayed when you hover over them.

Overall, a solid submission!

I really like the horror atmosphere, the writing is great as is the screen effect!

I would like to see the upgrades I currently have. Also, the enemies end up to fast on you. It would be nice to see a feint outline of them, to not have them be completely invisible and give the player a chance to react to them.

A great submission!

Thank you for the feedback!

Yes, the turns should be quicker. About not getting an ending, I looked at it and identified the issue, I will fix that.

I initially wanted to make a tutorial that clearly present the enemies with what they do, so I will definitely improve that part on a future update.

For the enemy spawning at the top left of the screen, I am not sure what that could be because I don’t have logic for spawning enemies but I do for when a thrown object hit something and drop on the ground. I will look at this though and see if something could spawn where it should not.

I like how you implemented every wildcards. There is a sense of accomplishment when you get an achievement. The randomness of the trucks offer a welcome variety. And when you get your second truck, it opens up new things to play with and shows some good potential for the game.

One little thing that could be improved is that I would like to be able to see a description of the status effects when hovering over them, with their remaining turns. As some status effects stay longer than others, it would be great to communicate it to the player.

Great submission!

Thank you for playing!

I had an idea about the player driving away from the chaos in town, after repurposing the robots’ parts to make some kind of vehicle. I might implement this, need to think about what could be different from the first part.

And I just put Into the Breach on my list of games to play, was on an extended one but now it’s higher.

For pixel art games, you probably want to set the default texture filter to nearest, but maybe your font is not well suited for games. For example for my game, I initially tried with one font, but then I thought it looked strange so I changed it for one of the fonts found on the kenney.nl website.

Thank you for the feedback! Yes, I agree about the turns being slow. During development, I did not really notice the robots moved slowly but that was probably due to the fact I wanted to see if they move the way I intended them to. But then, when playing, the player does not want to sit around and wait for everything to process. I learned my lesson for next time.

I am planning to take all the feedback and publish and improved version sometime after the rating period is over.

Thank you for the feedback! I definitely agree that the player needs to be notified in some way about their turn. I will think about it.

This is a fantastic game! A great difficulty curve with the hardest level at the end. I like how you introduced the different mechanics in the game, it’s all very clear.

But my favorite part is the sound effects. Can I nominate them for a sound effects of the year award somewhere?

I really enjoyed playing this game, good job making it!

The graphics and sfx are great.

It is unfortunate that you did not finish you original idea. I would be interested to play it again if you would develop it further. You have a great idea, a mix between collecting and building with some automation with the robots.

Still, it’s great that you submitted, even though it’s a short demo of what could be a fun game.

Using fallen enemies as ammunition is a fun idea. However, the chairs go too fast and end up on the player for a quick death. A way to restart without having to refresh the page would be appreciated. Also, I noticed the splinters don’t seem to hit the slimes. So at the moment, it is really hard to survive. But with some work, this could be an idea worth building upon.

Congrats on submitting.

I like the concept, some of the traits on some applicants are very funny (like “swear” for the priest). I like that you have to think in some unusual ways about the traits two jobs could share.

The font is hard to read, especially at the beginning in the speech bubble, the words are too close to each other (for example, at first, instead of “has the”, I read “haste”).

Good job on your submission!

Honestly, I have no idea. I am not even sure what this globalization thing is. This is the message that appear if you don’t set what I mentioned: Process terminated. Couldn't find a valid ICU package installed on the system. Please install libicu (or icu-libs) using your package manager and try again. Alternatively you can set the configuration flag System.Globalization.Invariant to true if you want to run with no globalization support. Please see https://aka.ms/dotnet-missing-libicu for more information.. It’s probably a good idea to have it set on all Linux builds.

Fantastic game! A great concept with a great execution. I was really absorbed in your game, I kept playing just to see what next bonus I will get. And I love your art style, 10/10.

Also, I managed to make the bookshelf disappear by putting too many books on sale.

A fun little game, congrats on finishing your first game! A dotted line going from the player to the mouse cursor would be nice to have a better idea where I am shooting. While playing, my eyes are on the player and my mouse cursor is at the bottom of the screen, so I am kind of guessing where to click to shoot, often missing the target. But it is really satisfying when you flawlessly hit multiple targets in a row. Also, it would be great to see your best run with a highscore next to your last score.

One more thing, for those that try to run the game on Linux (like another commenter did), as suggested by the message in the terminal, open Vertical Weapon Platformer.runtimeconfig.json and under "configProperties" add "System.Globalization.Invariant": true. That should do it. Source: I am on Garuda Linux and this worked for me.

Thank you for playing and commenting! The blue eyed is a ranged one, it will throw a projectile at you (the thing moving 2 squares per turn). About enemies moving slow, I thought it would give the player time to see everything move but it should probably go faster. Also, I understand hitting the player is hard if you need to start your turn next to a robot, I will think about how to improve this.

Thank you for your much appreciate feedback! At some point I thought about making the player move by 2 squares while the projectiles move by 3. Then I proceeded to forgot about this idea… Regarding the time it takes for the enemies to move, I was thinking the player would have time to see the enemies move but yes, maybe the turns should go faster. And I really like your suggestion about making the projectiles hurt the robots.

Thank you for taking the time to play it and comment on it.

Thank you so much for your nice comment. I really appreciate it :)

Thank you for the font. I used it in my 2d puzzle game.