Thanks, I'm on it!
Glascade
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Not really, but I'll allow the foreend movement to be rebound to anything. Perhaps people prefer something like Beyond Citadel with C/E for pumping, but it might interfere with Q/E for leaning. I also thought about moving fire to the right mouse button, so if you're right handed, your index finger stays on the scroll wheel while your middle finger handles firing.
Great game, I think I managed to beat it? Kind of, the center cube turned white then the game froze. Anyway, solid premise for an incremental game, I agree with the comment below, it has lots of potential for a successful mobile game. It's weakest points at the moment are audio and UI, the block breaking sound is one of the most important, try to make it as satisfying as you can. Some of the fonts need better contrast, perhaps a dark outline. Another suggestion, in order to make it a "true" idle game, there could be a checkbox on the upgrades screen that automatically plays the breaking scene (you could gate this feature behind an upgrade as well).
Best of luck with development!
Super fun to play, even if I didn't find the objective, but I spent a good 30 minutes swinging around and shooting squids. Could be described as 'Dream Swing meets Devil Daggers'. In my opinion, the sound the enemies make should be a bit louder and more frequent perhaps, got killed a few times due to an unseen and unheard squid flying way too fast towards me, perhaps a low but constant wheezing or humming tone could work better. Also, be careful with the colors for the enemy sprites, it didn't happen to me personally but they could definitely blend in with the trees or the clouds in some cases. The game ran flawlessly at a constant 60 FPS on my 12 year old GTX 970 with no bugs, great work.
Yeah, I might increase the resolution a bit, the slug cartridges should technically give you a chance to take long shots, up to 80-100 meters maybe, but the current visibility is not fit for that, that's why I put in the zoom key (Z) as a band aid solution. The plan is to have enemy squads (4 or 5) with dedicated roles (leader, machinegunner, drone operator) that are smart or engaging enough to fight, kinda like Stalker or Half-Life. I'm still trying to find a lore justification for sending a guy with a shotgun to get into a 1vXX firefight...
Thanks for the feedback!
Very charming game, the fairy shmup was my favorite, perhaps because it has the most polish and the best presentation so far. It would be even better if the fairies were flying together in formation (could also shoot together) and fall down or become exhausted/greyed out as you get hit, without having that awkward pause as another fairy comes into play. Also, the main menu music goes super hard.
Perhaps the camera drifting is due to you having a controller plugged in? Anyway, I plan on adding controller support so a simple deadzone will fix that issue eventually. The dummies have a certain HP before they explode, in the screenshot you posted, you were using a birdshot cartridge, it has more pellets, more spread and lower damage, these are more suited for taking out drones (coming at a later update).
Thanks for the feedback!
Really cool demo, got everything except the big bone at the top of the building that has the two signs. I missed the red button the first time I entered the tower and collected all the bones around the upper level, you should make it stand out a little bit more, maybe with a faint glowing pulse, scale it up or perhaps it's just skill issue on my part (reminder that gamers never look up).
Controls were nice, I feel like I'm holding shift all the time, perhaps you could invert walking and running? (maybe making it a toggle within the options menu), I'm partial about the skid or slide the character makes when changing directions, it can be easily bypassed if you let go of the movement key you're holding before moving on the opposite direction, so it's not a big deal, perhaps you plan on adding a side flip like in Mario 64.
Another small nitpick: I think the shrinking of the character on every jump is a bit too much
I don't know if it's my GPU(GTX 970) but I had this graphical bug with the portal at the start of the game.
Overall it's a really fun platformer, the texture work is phenomenal, I really liked the bluish hues of the cave passages, the art style is on point, you will be getting that a lot. Good luck with development!!
Muy bueno! Me gustaron mucho la premisa, la paleta de colores y el audio. Durante el primer intento me costó entender que te dañaban la máscara si te salías de la multitud antes de llenar la barra, pero después lo pude pasar sin problemas.
Creo que deberían indicar los controles en algún lado, tengo que admitir que en un punto probé masheando todo el teclado para ver si me podía esconder en un tacho de basura 😅. Me copa mucho el arte conceptual y me hubiera encantado ver a las multitudes en el juego como una bola de personas rodando. La música del menú y de gameplay están tremendas también.
No pude encontrar bugs ni exploits, se nota que manejaron bien el scope, no se fueron de mambo con ninguna feature, aprovecharon al máximo los siete días que tuvieron y nada les quedó 'a medias'. El juego les quedó bastante memorable, felicidades a todo el equipo!
Gameplay puro y sin vueltas, buen diseño de niveles con un objetivo más que claro (ojalá pudiera decir lo mismo de nuestro juego). Me en can tó la música. El único feedback que se me ocurre es que los enemigos tenían demasiada vida, me quedó doliendo el click :^) pero igual la comieron todos los topos. Felicitaciones a todo el grupo, la rompieron!
Muy bueno la verdad, me encantan los tower defense, sobre todo cuando hay que bloquear el camino de los enemigos con paredes. Para casi todos los niveles hay que pensar dónde poner las trampas y paredes, a veces te jode un poco el RNG pero es muy buena base para el género TD. Felicitaciones al grupo!
Me gustó la idea, el diseño de niveles es interesante y el arte también. También me gusta mucho el nombre que le pusieron, "Two of Bones" suena como una carta (me imagino tremendo ícono, tapa o cover para el juego). Como lo estaba jugando solo y los controles estaban invertidos (WASD para controlar al de la derecha y flechitas para el de la izquierda) decidí cruzar las manos en el teclado >:)
Felicidades a todos, muy buen laburo!
Muy buen juego! Me recuerda a "Potion Craft: Alchemist Simulator" que tiene un diseño parecido ( y me encanta). Se nota que hubo gente que se mató dibujando toda la semana de la jam, el juego se ve hermoso y se aprecia la cantidad de referencias que hay en los objetos. Felicitaciones a todo el equipo!
I liked it a lot, the difficulty curve is a bit high and you can get a bit screwed by RNG sometimes, but the overall gameplay is super satisfying with great visuals and feedback that makes you want to keep playing and beat all the levels.
A small suggestion: The cherry on top for such amazing pixel art in a game controlled solely by mouse clicks would be a custom cursor, a sharp fang, for example.
Congratulations to everyone involved!
I liked it, cool ideas and I found no game-breaking bugs. Some suggestions that weren't mentioned and could improve it:
- Add elevation, walls, or more obstacles in the level to make it more interesting to navigate, maybe huge, scaled up blades of grass, the game can still happen at the same Y level but becomes a bit more immersive.
- The minigun could shoot faster but push you back, for example, just to differentiate it from other weapons
- Energy should start replenishing after a few seconds instead of when it gets depleted
It's an impressive game for a solo dev, congratulations!!
Insane amounts of game feel, juice, polish or whatever you want to call it. plays great, a little on the easy side but that's just personal preference. Cool critter designs, incredibly well modeled and animated, paired with charming voice acting. I'm a big fan of the mantis and the revolver shrimp, great work!
Cover art is great, it's what got me to click on the game in the first place, sad to see the game world and characters not follow the same color scheme, but that happens with our own game too, so no worries. I think the weakest point of the game is the gameplay, you can just spam click shooting at ground level and you'll always hit all obstacles. Apart from that, the game is fun and the QTEs are a decent way to break the monotony. Congratulations to everyone involved!
Super cool idea and well executed. During gameplay I didn't bother with blue towers (I usually find mashing boring, and I understand it was made for the wildcard), instead, I focused on the beat and red hold notes. Got pretty far with my strat and I had fun during my run. The amount of assets, code and polish put into it is very apparent, great work!
Love the concept and the sounds of the game, the tutorial is great too, it's simple and explains the mechanics well. Some suggestions:
- piece that pushes the player in a direction (fan or air current)
- ice/slippery pieces
- moving hazards? these would award a lot of points when placing them
- jump pads?
Overall it's a very enjoyable game and I didn't find any bugs, best of luck with development!











