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Acamaeda

216
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A member registered Apr 26, 2018 · View creator page →

Creator of

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You can get softlocked if you run out of energy in the sewers. Also, it would be nice if when the roomba spawn spot is blocked, it tries to find a different spot to spawn it so you don't need to be precise with the height.

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The game throws too many things at you at once. It would be better if different features and tabs were revealed over time. Also, the styling on this page has dark text on a dark background that makes it very hard to read, especially the comment area.

I couldn't beat the second boss and it eventually disappeared and nothing spawned anymore.

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Um... is the gacha machine supposed to give characters? I didn't get any and the odds list doesn't have characters as an option.

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It's hard to see the messages when you pick up an item before they disappear.

I got softlocked because a checkpoint doesn't spawn you at its exact spot so instead I fall past it into an area where you can't get back up. (Actually not a softlock because you can pogo but that sort of thing is probably an issue in general)

This is a neat concept, I think the money drops are what is causing the big slowdown though.

A few suggestions:
- Make a all of a slime's dropped money a single object with several sprites instead of several independent objects.

- Money drops get faster the longer they're attracted to you (so you can't outrun them if you have high speed)

- Slime color changes based on their max HP

It would be nice for the hints to differentiate between completed and incomplete.

This is a neat game but it's really annoying how challenges get disrupted by attacks on your crystal.

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The radars seems useless and the magnet module seems like a worse quantum attractor. The radars could have a secondary effect of increasing the abundance of the things they search for to make them worth considering.

Oh, I didn't see the shop.

This is neat, but it's a bit of an issue that progression to later sectors is RNG based. Also, max HP doesn't update until you take damage.

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The "extra laser" upgrade sounded like it would be really good but it shoots backwards so it's near useless, at least early on. Also, using score as health means that players will have a slow, painful death once they can't keep up with the curve instead of just running out of health.

The problem is that eventually you want less distance so you don't go off the edge as fast.

Tips don't dismiss when clicking them.

The time limit on level 10 is short enough that it causes trouble...

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Minor feedback: The upgrades starting at 0.1% chance makes them feel useless since it's unlikely they'll trigger even once. It looks like they have a lot of scaling on later ones but that isn't clear initially. I'd suggest starting at a higher value and changing the scaling.
Also the light orb buff upgrade always seems to be active.

Slimes should be capped by their own type instead of the total amount, otherwise the higher-HP slimes end up filling the field since they're so much harder to kill.

The space station doesn't show what materials things cost.

This is really great for the most part, but setting up the mines and such at the start of a level gets a bit tedious... There could definitely be some QOL for mobility and such. Being able to fall off of ledges if there's ground below for example.

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I got 9:43 but in hindsight I think deviation is probably good because it means you can go further. The second run I skipped precision and did a few other tweaks and got 7:03.

"Buy units start at T2" doesn't work.

The red ore is hard to see and the music is very loud.

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Bullet 2 is extremely inaccurate. Also somehow I had bullet tier 2, freeze tier 2, and mine (maybe tier 2), and it said "hybrid" and they became two freeze mines and I lost the bullets. Edit: It seems like bullets+freeze always becomes freeze mines.

Also, it seems like once your painting power gets high enough, it's enough to let you hang on for a long time and it's less clear why you actually lose.

Nice, very Gato Roboto.

It would be nice to be able to see information about colors in the collection, both their value and recipe.

There are a lot of blind jumps where you can't see what's going on. It might be better in general with a wider view too.

Some nice QOL features:
- The ability to search for categories

- The ability to manually combine categories (because sometimes there's overlap)

- Fixing the collection items to be the more commonly appearing versions or allowing either (e.g. Galileo instead of Galileo Galilei, Southern Ocean instead of "Antarctic") 

I somehow ended up with the EXP for the next level being NaN

Your success is primarily based on your clicking speed. For balance and the sake of player's hands, it would be better to have it automatically click at a fixed rate when you hold down the mouse.

Having an upgrade give 25x money gain seems a bit overboard...

The music is pretty loud and there's no volume options

It feels like there's a second of delay on spawning at the start of each floor that isn't needed.

I rapidly went to a million and then a billion money soon after unlocking Mailman, it seems like something went wrong balancewise.

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The promotion panel didn't appear when the messages said it would. (Edit: it apparently wasn't the time for it to appear yet but it was confusing since something referenced looking at it)

Item idea: Lucky 7: Revealing or updating a tile's value to 7 regains 1 HP.

Also, as it is the last level is way too easy as not the ascetic, and also honestly probably too big. Maybe the compromise would be to make it smaller to make it harder for non-ascetic?

It would be nice to get some QOL at some point like unlimited teleports (since forgetting to buy more is just an annoyance), and deleting moves anymore so you don't need to go through that route to access it.