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Housecatlover

7
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2
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A member registered Dec 07, 2016

Recent community posts

The gameplay is interesting, getting a bit simple once understood. I like the art, music, style, and how the theme ties into the skill the game requires, but the simplicity for three straight minutes makes it a bit monotonous.

The concept was fun, but the game didn't make good use of it, having what I assume to be procedurally generated maps that usually just allow you to go through the maze as normal, keeping the y level approximately the same as I never saw the mazes requiring doubling back. Additionally, the joining constraint was dramatically different depending on if the path forward was on the inside, or the outside creating what I imagine might be an impossible situation if they were both on the outside.

The gameplay was interesting, and it had the double genre gameplay that works for most of these games. The presentation was especially good, but the main drawback was that the game could be beaten in 30 seconds by just getting all the items without caring about the other half of the game. When I didn't finish the game all the drops from the heroes helping the other half was interesting, but the left half wasn't complex enough, and the interaction wasn't necessary enough for it to help.

The concept was intresting and the gameplay wasn't bad, but the skill/strategy was limited to picking the one setup shown in your screenshots. Additionally, the was no scale to the game, so as the enemies got more powerful there was nothing the player could do but click faster and prioritize the enemies coming outside the defended area.

The puzzle gameplay was really fun. There wasn't any audio, the colors of the blocks were hard to differentiate at times, and the two disks being separate disks joined together didn't come into play much, just the alternating shots. But the level design had a fun progression that showed off the game's system. 

The concept is fun, with a bit of variability and it does fit the theme. However, there is a game-ending glitch where level 2 slimes are unkillable, and the theme of joining together doesn't add to the strategy as there is no choice related to it. There also seems to be no audio and the tethers between the towers can cover important information.

I don't understand what is happening or how this fits the theme, as the only "joining together [of] the bones" that occurs is being able to hold multiple at the same time. It appears to just be a sorting game with buggy physics and counters as two of the bone types are the same, and the counter for the left counts for either hole.