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Akoutin

15
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1
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A member registered Feb 27, 2025 · View creator page →

Creator of

Recent community posts

Thanks a lot for the detailed feedback and suggestions! I really appreciate it. I’ll definitely look into allowing the player to shoot while moving and see how I can make the gameplay feel more dynamic, especially during combat.

I really missed having access to the sound settings right from the start. The tutorial is quite loud, while the option to turn the sound off is locked.

same feelings

Stylish game! Maybe it would be nice to have a jump mechanic

I wasn’t quite sure what I was supposed to do. Units just walked to the center of the map and then stopped there.

Really enjoyed this one! It’s not a genre you see that often, and I think there’s a lot of potential here. I’d love to be able to zoom the camera out a bit further.

I think this is a strong contender to win the jam. The visuals are excellent! One idea to consider: the time between throwing matches could perhaps be made a bit more interactive. The first thing that came to mind was giving the player a small amount of control over the wind, allowing them to slightly influence the direction in which the fire spreads.

It’s impressive to see what can be done with Defold. The gameplay goals weren’t entirely clear to me, but I still enjoyed exploring the mechanics and seeing what the engine is capable of.

Thanks! Yeah, there seems to be a performance issue specifically on some MacBook Air models. I haven’t found the exact cause yet, but I’ll definitely work on optimizing it.

The concept is easy to understand, though it still feels like there’s quite a bit of room for development. I also think this idea could be really interesting to explore in 3D.

Cool idea! I think the transitions between levels and retries could be a bit faster. The waiting time sometimes feels almost as long as the gameplay itself.

A clear and polished game overall. I think some additional interactions with the empty tiles could work well here — for example, building structures or upgrading the transmission capacity of the power lines.

A clear and polished game overall. I think some additional interactions with the empty tiles could work well here — for example, building structures or upgrading the transmission capacity of the power lines.

Thanks! I’m working on that part already. I’m planning to add goblin patrols with torches, so the second half should feel less frustrating and a bit more dynamic.

Thanks! I was thinking about that too. I want to add a bit more story and some clearer, more intuitive hints so exploring the second half feels smoother and finding the exit is less frustrating.