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dragonkie

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A member registered Apr 20, 2019 · View creator page →

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The chest is filled up with reward money from the quests completed by heroes. Essentially, you pay heroes for completing the quests, then you get payed for having gotten the quests taken care of by the clients. To fill the chest up all you need is to assign quests with higher rewards on them to heroes.

Note that you need to pay out the hero yourself until the client reimburses you for the quest, so the higher reward a quest is, the more you have to pay out to the hero. The pay split between hero / guild is meant to be based on quest preferences of the hero, but is unimplemented so it is a random value from 25% - 50% of the quests total reward.

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this is a good reminder that I forgot to add it to the list of respawning objects, thank you for the feedback!

huh interesting, he's supposed to show up on day 6 each week before you get the chest? did you ever get the chest well playing the main game?

NO NOT PEBBLES! D:

Borozoi borozoi let em rip! can't wait for the next level where you spin so fast a tornado gets made!

If you don't mind me asking, which part in particular was confusing?  I know the tutorial is a bit slapped together, but in your opinion which bit was the least clear about what's happening?

Now I can't say this was the easiest game since I only have a switch controller to use, but it was enjoyable once I figured out which buttons were which!

Unfortunately there was a last minute change to try and tidy up the Text elements, but I missed 2 letters so it won't display that, the end screen, and it puts the arrow on the tutorial text boxs in a weird spot x)

I'm always in aww looking at these puzzles and just wondering how in the world you manage to find time to design all these levels and make such great art! Extremely well made and polished, great game!

Understandable, neither did we x)

I solid starting point for a game! from the levels I managed to get through I just wish there was a bit more variety, like maybe you get different kind's of ghosts that are like the different types of enemies you can find in TD games like the fast ones, buffing etc. (Or maybe there are and I just couldn't get far enough in the time I had?)

The quests have the base for mattering, but since we didn't have time to make a UI and display it, we just cut it out in favor of a more polished experience unfortunately x) But thank you for the good and detailed feedback!

This was such an interesting concept, but very difficult to get the hang of, I just found it a little bit unforgiving for the timing window you have to fire and kill an enemy, but I do really appreciate the targeting reticle letting you know when it's possible!

there was *supposed* to be a day of the week after you get the chest where you hire new heroes to get more than the starting 3, but yknow, scope creep an all that x)

Never have I felt so fragile as a massive piece of metal. My only wish is that the camera would speed up to follow you (maybe it did but if so maybe a bit stronger) that way I can try and go faster!

This game was so fun that my friend told me I HAD to come and paly it. They were right! 2 of my favorite genres combined into one perfectly compact and polished gem of a game! 

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If you want to give the actual game another shot, press f12 and spawn in an extra gold coin (f11 and f10 spawn in silver and copper). I didn't have time to playtest so its a bit unbalanced, but the treasure chest comes in after the king visits every week, so its a game of managing your resources to try and make as much profit as you can without risking running out before the king arrive.

In general one extra gold seems to be enough to get the ball rolling

A bit rough on my poor pc, but an enjoyable game regardless! I wish there was just a little bit more feedback playing the game on when a hit is successful on the hero themselves or not

A very nicely polished take on tower defense, I could see there were clear uses to the timings of summoning units to make the puzzles, but would have loved to see more variety for the units so its less of a "This is the order" puzzle and more figuring out which units you need

That was a fun little puzzle! Absolutely loved the artistic style and the actual idea and theme to the game, I do wish that the puzzles were just a little bit more in depth, but solid work regardless!

Pretty fun experience! Reminds me a lot of playing mario mini mayhem for the ds, I could def see this going pretty far if there was a large variety of blocks with special functions to use for puzzles and such

Spent a bit to much time playing this one, Solid game! It would be a blast to see if some items gave bonuses to things other than just stats, like maybe a potion that can save you from death once kind of like a fairy in a bottle

I wasn't ready for this to be so stressful, poor little gobos D:

A super well polished and beautiful game, I can totally see this going further into a sort of stealth puzzle game in future, great work!

I didn't expect this to be quite as intricate as it was, well done! Would have really benefited from some simple sound effects to get the game feeling just a bit more lively 

Ahh a fellow npc!

Very cute short adventure, I could definitely see this being expanded  into some kind of final destination puzzle game where you need to rig up elaborate traps to scare people away!

Very impressive, I don't think it can get much better than that, full marks!

I misspelt something by 2 letters, but there just wasn't enough time to re upload the project to get the counters x)

This is actually so interesting to look at, I can't help but think of all the different ways this would fit into something like a roguelike where you just collect common household items. Like what if I found a dice and it's rolls modified things, what if I had a mirror that invert the number from a 25 to 52????

Ahh, so this is where he got all those passports from...

To be honest id just like the difficulty upped a weeee bit more, just getting more heroes on the screen sooner would make this a lot more entertaining 

Now there are two of them! man that got out of hand way faster than I thought it would

Pretty clever take on the theme, as a lover of Nova drift it was nice to see the controls and I loved the touch of infinite momentum. It did feel like it took a bit to long between the roles reversing  but other than that super fun!

Super polished game, I love the style and the slow introduction of extra threats. Personal opinion is that it could go just a liiiitle bit faster as it does feel like it takes a while to reach the end of a level

unfortunately I broke the game over state by missing 2 letters in a script x)

You are able to press f10, f11, and f12 to spawn in money if you'd like to keep going though!

Very solid puzzle game and I did find the mechanic quite clever way to make use of tight spaces! only issue is I don't quite feel it fits the theme all that well

Scariest souls game yet, I have an incredible phobia of tiny people running at me.

Pretty solid! I like the idea of the swapped creatures AI taking control of the slime, that adds a lot of depth and near infinite potential for this to expand on!

Its got a cute aesthetic , but a bit more consistency  in fruits and variation in obstacles would be nice too see, maybe something like a high risk reward path that occasionally spawns in that requires a bit more precise  movement?