Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Piotr Gretkierewicz

11
Posts
1
Topics
3
Followers
4
Following
A member registered Jan 19, 2023 · View creator page →

Creator of

Recent community posts

Thank you, that really means a lot!

Not quite StarCraft, actually - there's no unit micro-management or base-building. It's closer to the raid leader's seat in an MMO boss fight.

If this prototype gets promising playtest results, I have in mind extending it with raider perks, class archetypes or RPG elements (deciding who gets the upgrade). That would also mean growing the pool of bosses to fight and ramping the challenge up progressively.

(1 edit)

Nice concept. It was a bit hard for me to manage the whole area, I was expecting minimap with some guides where to move drones.

One major issue I've found was that when panel displaying number of debris collected was off, counter was not adding collections. Might be good to think about splitting responsibility of gathering data and displaying it ;)

Great concept of managing time as a currency.

Not sure why but for this particular game, music/sound volume was huge, had to lower it down fast after starting. 

I've felt that clashing quiet long dialogues with fast paced action game like this was a bit missed. Maybe in other form it could work, but I think it would be better to get reading to minimum in this game like you did fine with powerups.

Nice game concept, I like the idea.

It took me a while to figure out how to place discs into the sections ;) I was expecting much easier walking to the right basket. Throwing was a bit hard from the beggining.

Nice that you've managed to put sound in it, that cluncky effects do the trick well.

Thanks for the feedback!

The idea is to give each bot traits/perks that shape how they react to their surroundings. 

First up: bots will respond differently based on how many others are nearby - some enjoy the crowd, others don't. From there I'm adding noise emission and sensitivity, plus a Clumsy trait that causes bots to bump into each other while moving. The player's main decision will be where to place which bot - and watching what happens from there. Spawning and leaving mechanics coming soon too.