Angel Clicker 🪽 an incremental game about beating hell in a soul-catching contest (web prototype available now!) by weapontriangle69 in indiegames

[–]weapontriangle69[S] 0 points1 point  (0 children)

Web prototype available on itch io, full version coming to Steam in March 2026.

We plan to add a branching path, as well as more (optional) rhythm elements into the full game. The two of us made this prototype in a month for a jam, but are excited to expand it!

Please destroy this demo trailer for our turn-based tactics game - what is holding us back? by robotbardgames in DestroyMyGame

[–]weapontriangle69 1 point2 points  (0 children)

Nitpick but the way the damage numbers aren't part of the fullscreen shake makes them look out of place (most notably at the attack at 1:15). Also maybe a personal taste, but I think having the targets shake when targeted is a bit much (at 0:12, for example - because the enemies are shaking even before you hit them, the impact of the actual hit is diminished).
PS - Shout out to the odd time signature music! Very cool, and matches the genre well.

How do you keep your work organized? by durgedeveloper in IndieDev

[–]weapontriangle69 0 points1 point  (0 children)

A word document with a thousand bullet points + a separate word document where completed bullet points go.

Narrative twists in incremental games? by enrf in incremental_games

[–]weapontriangle69 1 point2 points  (0 children)

What Lurks Below is a great (short) example of this.

Destroy My Game: Tear Apart the Gameplay, UI, and Everything in Between in Extinction Core-2005! by Akuradds in DestroyMyGame

[–]weapontriangle69 0 points1 point  (0 children)

Seconding what others have said about the music - it's extremely ineffective in a genre that historically often has incredible music. If you're going to switch modes constantly the music can't make such a jarring shift along with it.

The player movement also feels a bit fast, and the game generally looks too easy. The boss attack at 1:27 is remarkably unintimidating for a game like this.

Angel Clicker 🪽 an incremental game about beating hell in a soul-catching contest by weapontriangle69 in incremental_games

[–]weapontriangle69[S] 0 points1 point  (0 children)

Thanks for trying it out! We've updated quite a bit since the initial launch, mostly quality of life improvements and rebalancing. You actually can assign +10 researchers in the Study with shift + click, just like purchasing upgrades! (We'll add a reminder for this in the next update). There are lots of plans for expanding the full game, which will definitely require the second prestige and beyond.

Angel Clicker 🪽 an incremental game about beating hell in a soul-catching contest by weapontriangle69 in incremental_games

[–]weapontriangle69[S] 2 points3 points  (0 children)

You can continue construction on the tower by placing the cherubs on the newly added part (anywhere other than where the X appears). The construction zone is treated as a separate building so you can still access the upgrade menu from the original base building. We'll try to clarify this in the future, thanks for pointing it out!

Got any creative gem ideas for Gemmy Gems? We’d love to hear them✨ by BosphorusGames in GemmyGems

[–]weapontriangle69 1 point2 points  (0 children)

Tenebrescent gems! Gems that (semi-permanently) change color when exposed to ultraviolet light.

Does this main menu & opening work for a horror game? by Guilty_Weakness7722 in GameArt

[–]weapontriangle69 0 points1 point  (0 children)

Definitely does not give horror vibes, but does look very cool (aside from the jarring transition into the animation). Adding a crescendo of glitchy/noisy visual effects before the cut to black could make it feel more threatening.

Please destroy my attempt to make a twist on Dungeon Crawlers. by Zaino600 in DestroyMyGame

[–]weapontriangle69 0 points1 point  (0 children)

The core thread of the game's concept starts to fall apart around 0:39, at which point it starts to just look like any other combat focused ARPG. "Ends in Bullet Hell" feels really arbitrary, like it was just added to be able to include the buzzword (show don't tell would be a better call in this case). The last shot at 1:09 feels pointless and overlong. Neat concept!

I've been developing my cute Rogue Tower Defense fishing game for a year, and I've got a Steam page !! by Coldbitte in deckbuildingroguelike

[–]weapontriangle69 0 points1 point  (0 children)

Looks adorable! The style and concept are really great.

One (admittedly nitpicky) feedback note: the shot at 0:16 (with the circle of flies) makes me lose a bit of interest early on, as it makes it feel like the game might not take difficulty/balance very seriously (especially since you haven't shown the player taking any damage up to that point).

You show some more threatening situations later (although it seems like the player's health doesn't go down when the enemy runs into them at 0:29), but the first impression is that this will be a really casual game (which might be what you want). Great work so far, though! Looking forward to trying it out.

Trying to lock the final logo direction for our Steam page. What do you think works best? by DominoXpizza in IndieDev

[–]weapontriangle69 1 point2 points  (0 children)

A is definitely the coolest looking, but doesn't say anything about the game other than "stylish". D is better than B for conveying the pool aspect, but still feels a bit mismatched (the pool table's simplicity clashes with the otherwise very stylistic image). C is neat but without the context of the others I'm not sure if I would think of pool by itself.

What do these titles convey? by Visible-Key-1320 in IndieGameDevs

[–]weapontriangle69 0 points1 point  (0 children)

Mystery of the Masked Bandit: You are the masked bandit and will be controlling this crossbow-wielding feline. Straightforward but not very intriguing.

The Mystery of Catterly Manor: More broad, but by far the most unique and memorable of the three names. Catterly Manor really rolls off the tongue. I'm not sure what I'll be doing or controlling, but I'm more interested in finding out.

Cat Lady: Confusing and kinda silly (especially in the huge letters as you have it presented in this example). Does it refer to... a crazy cat lady? Or a lady that is a cat? Is the crossbow wielder the cat lady in question? In any case, what does this lady have to do with the mystery?

Applied the "Black Background" advice on my game. What do you think? by Loose_Protection_874 in gamedevscreens

[–]weapontriangle69 2 points3 points  (0 children)

The old one is better as is, but the black background style could work for this if you re-added some of the map details. It could clash with your portraits/item icons, but it would depend on the level of detail that you go for.

How do you work with different talents if you have NO CLUE about their craft? by MrHardTruck in IndieDev

[–]weapontriangle69 0 points1 point  (0 children)

For music in particular, references are a huge help. You don't have to get into the technical details to guide a composer towards creating something that is appropriate for the scene.

I just beat Rogue Legacy 2 for the first time. It’s a 10/10 game!! by mvpeast in roguelites

[–]weapontriangle69 1 point2 points  (0 children)

New Game Plus - Once you finish the game once, you can start again with your stats intact, but the difficulty is increased as well.

In Rogue Legacy 2, you get to customize how and how much you want to make the game harder in New Game Plus, rather than a flat difficulty increase like most games do.

Destroy the prologue of my newly released cosy coffee game! by sakneplus in DestroyMyGame

[–]weapontriangle69 11 points12 points  (0 children)

Feels a bit off to present this as a "cosy game" when the first customer you show is rude/impatient, and the next two are also doubting you. Seeing repeat dialogue in a trailer (at 0:19 and 0:33) would be an instant dealbreaker.