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𝐦𝐒𝐀𝐞

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A member registered Feb 21, 2026 Β· View creator page β†’

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Thank you for playing! Yeah I'd like to continue working on this one, so hearing stuff like this is very motivating!

Hey sure thing! The main thing is just the turning speed, even when I lightly tap left or right the worm spins around very fast, so putting a cap on the turn speed I think would help

Hey so I played a few times with clicking and few times where I enabled an auto-clicker (at 10 clicks per second) and personally I would say I enjoyed the auto-clicker experience more. Yes it's a bit easiER, but I definitely wouldn't call it easy, it really depended on the mutations (which I think is the mark of a good roguelike). When I got the fire and speed upgrades the build felt really powerful, but when I got a combo like ice and shield (with enemies getting a speed boost like fire) I was fighting for my life XD. Now the reason I liked the auto-click more is because in scenarios where I had an underpowered build, I was heavily reliant on the dodge mechanic and maneuvering. The clicking really started to wear me out to the point where I felt I couldn't focus on the movement as much, it was much nicer to just aim the mouse and focus on the enemies so I could try and dodge their attacks, it made the combat feel more engaging. Ultimately this is just my own experience though, if you're still on the fence you could always keep the clicking as the default and then add an option in the settings to turn hold-to-fire on or off

Thank you! Yeah there's no ending (yet), I was mostly showcasing UI elements and general mechanical concepts. Next jam I'll definitely focus more on guidance. Thanks for playing!

Thank you, the music was really fun to make so I'm glad you enjoyed it!

Really fun! Very easy to grasp and you can start up a new game quickly which is great. The combat sounds are satisfying as well

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I wouldn't have thought that a feed the fish game would work for the mutation theme, but you did a really great job! The general tank management (i.e. balancing the poisoning and feeding, with breeding and buying new fish) is surprisingly in depth for just a 9 days, nice one!

I did not click on this game b/c of the thumbnail, anyone who says different can come at me (๑‒̀ㅂ‒́)و

Jokes aside, great work on this, the breeding mechanic is cool and adds a nice twist on the super auto pets concept

Really fun, a great charming time. The snail expressions, the animation work and the setting are all really well done. Also the amount of asset work is very amazing for 2 people in just a week, so this is very impressive, nice submission!

A really great take on the jump-king-style games! I like that you give the player some extra movement options, a lot of games like this just stop at 1, so it adds an extra layer of depth

Really fun shooting mechanics, and the fact that your enemies get mutations as well is a nice twist! Personally I'm not a huge fan of having to spam the LMB to shoot, so an auto-fire toggle or hold-to-shoot I think would be nice as an accessibility option. But really great overall!

Loved the mechanical implementations, the combat is really satisfying! The fact that you start as single slow shooter and can turn into a spread bullet spraying god by the end is very satisfying. Nice work on this!

Really amazing work, the attention to detail is very impressive for a week! All the animations and sound effects were satisfying, and there was a good amount of enemy variety as well, well done!

Very fun! I really liked the design and palette on the mutants!

Thank you! I'm probably going to keep working on this one so I appreciate your feedback and kind words. Thanks for playing!

Thank you!

Thank you! That's actually good to hear as I plan on beefing up the gameplay in the future, thanks for playing!

Hey thank you! Yes I plan to keep working on it, I had some plans for the battle and ship integration that I didn't have time to complete, so I'd like to see where those mechanics take the game. Thank you very much for playing!

Thank you! I pulled an all-nighter before the jam submission to finish what I could of the battle system, so I appreciate that you enjoyed some of its complexities (makes it feel like it wasn't a waste of time). Next jam I'm in, I'm definitely going to set aside some time to make a comprehensive tutorial, the last few games I've made I keep getting that feedback so I need to start listening XD

Thank you, I mean talk about audio integration I thought your game was insane as well! Yeah I think the scope was a bit too big on this project to get all of the 'desired' mechanics in, so a lot of the gameplay elements are aspirational at the moment

Thank you, yeah I really enjoyed making the intro! Originally I wanted the ship builder to have a bit more influence on the gameplay but ran out of time unfortunately, thanks for playing!

Thank you!

Thank you, these are very kind words I very much appreciate! But yeah, too many bones, not enough meat. I kind thought that would be the case going into this project, but I'd like to continue working it to expand on some of the ideas. Thanks for playing!

Hey thank you! I had a lot of fun making the music so I'm glad you enjoyed it. I've been getting some good feedback so I'm thinking of continuing this one so I can expand the mechanical depth, thanks for playing!

Really fun, loved it when the zombies broke into the lab and everyone started panicking XD

I really like the 2D hand animations, that's a really great idea and saves having to work with a 3D model, good job!

This is good for a solo dev work! I liked the tit-for-tat with the ominous turtle operator and the count down section was pretty tense as well

I would have loved a pinata party like this when I was a kid!

I like the idea, and I found figuring out the rules of the game was actually an interesting part of the puzzle for me! One thing, I wish that the hint text just permanently stayed up when mousing over the hint box (instead of disappearing after a few seconds), it made reading the instructions a bit difficult. Also, I think your description mentions this, but since you're just checking for factors, 1 is a factor of everything so you can just hit that to win the game. So maybe a bit more incentive to find some of the difficult factors would be nice (I think you sort of tried to implement that with the bar at the end but I think it could have used a bit more). Anyways definitely very original, and I had a good time with it!

Great concept, and I REALLY liked the music changing for each different attack, that was a very cool idea!

I liked the story, the art and animations were great too! The music was cool, but I think the default volume could have been a bit louder, I didn't even realize there was music until I read the description and turned my headphone volume to max. Good submission!

The art is interesting, but just letting you know for next time, you can see the name of the project if you open the game to a fullscreen tab

Really lovely art style and vibe! I think the interactable stuff could have stood out just a bit more, so that I knew what to click, but once I figured it out and got into it, it was very relaxing. Nice work!

A nice speed running game, once I got the hang of the momentum mechanics, zipping through the levels was really fun!

Yeah definitely, its tough to balance so people don't just leave XD

Thank you so much for the kind words! I'm still trying to get the scope limitations right, so I'll definitely block out a chunk of time for tutorials next jam b/c it's been kind of a weak point for me. Thanks again for playing!

Thank you, the intro was very fun to make! And totally, the battle system and guidance need some extra attention, I might experiment with some tooltips next time rather than just a description window. Thank you for playing and don't put yourself down, your game was great, anyone who manages to get a submission in for one of these jams should feel good!

It's a cool concept, I like the idea of having to let your prey re-populate so as not to let them get wiped-out, and the art was nice looking too! The tank controls threw me off a bit initially, especially when your worm gets up to higher speeds it can be a bit difficult to control. But it wasn't too bad once I got the hang of it. Really solid submission!

It's alright, I know those types of things can be finicky to deal with, so even when its just a bit it doesn't go unnoticed!

Absolutely beautiful artwork! The full custscene at the beginning was really well done and very ambitious for only 9 days. I thought the music really fit the setting and I also really liked the story too. It set the tone well and got me hyped! Great submission!