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ARC Nest Studio

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A member registered Jul 19, 2025 · View creator page →

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Great aesthetic. Not my favorite type of roguelike with the timing mechanics, but a lot of fun nonetheless. 

Simple and relaxing game. 

Nice work creating it!

Each dot is based on distance, but I wouldn't be surprised if my quickly thrown together 3D math was slightly off to where there are ways to bypass that distance check, especially if the camera is moving while drawing. Such is the game jam nature sometimes. 

Initially, the circling mechanic could only target 1 ghost dot (each ghost had a dot for each HP, randomly placed on their model), and only allowed ~half the number of dots to draw. This was seen as a bit too challenging giving the hectic pace of the latter few levels in our last minute balancing, so we made it to where the circling can be large and also capture multiple ghosts (and each ghost only has one dot at a specified point on their model). 

That said, I definitely don't think we found the perfect balance, but at least making it easier for the average user I think was the right choice for a game jam like this for easier accessibility to play. 

I do appreciate the feedback on it.

Very stylish game. I also like the skeletons and the artwork in general. I could see adding in a lot of fun modifiers to amplify the roguelike aspects. 

I do wish there was a bit more control of the run, although with modifiers it may achieve that. 

Relatively straightforward, but well executed concept. The addition of the modifier fruits for fun bonuses was a nice touch. 

It was a bit hard to understand at first, but once you get the hang of it, it is a fun puzzle game.  When you finish an incorrect loop, it would help if there was some indicator as to which building(s) were still incorrect. 


Overall, fun concept and game. 

The circling should be by the number of dot, so it likely was just a coincidence for the timing aspect. 

Glad you found some things to enjoy from it, though!

Definitely a lot going on here. Fun concept overall of combining Snake with looping, and for some reason the IRS. 

The gravity felt awkward at moments, and I had at least one instance where it looped around 2-3 times without success, but overall it is a nice straightforward puzzle game. Would have loved to see more of your art within the actual game, rather than the character. 

Thanks for making it. 

I generally wasn't a big fan, but I do think there are some things good here. Some of the layouts are clever, the static people/monsters design seemed decent, and some of the lighting (unintentional or not) worked well and added to the creepy vibe. 

I didn't think the time loop mechanic particularly made sense here. I also wish there was a bit more interactivity with the world outside of picking things up, such as with the creatures moving. There was at least one room that required a key that didn't have anything in it ("treasury," I think), which felt like it wasted the loop time. The scale of the world felt awkward, especially with the escalator. 

A few bugs:

1. It seems the "Workshop" opened on my second time loop, despite getting the key on the first.

2. Textures on doors doesn't seem like it exported properly

Pokemon Rangers was definitely an influence for the attack concept. 

We had in mind for better balancing (with better stagnating the ghosts attack and better AI handling), but unfortunately couldn't fine tune as much as we wanted to before the jam ended. The collision issue on the camera was also something we couldn't debug before publishing. Thanks for playing and the feedback! 

I feel like it handled the looping well, and was quick enough to "get to the point" to ensure players kept around. It did have a familiar story beat as a couple other games, but it was a cute concept overall. 

Not my general type of game I enjoy, but I do like the concept. Having the rotation of the wheel forces you to either wait until you are on the right ability, or attempt without it. 

 Having the wheel a bit more intractable or present would be helpful, though. Such as instead of just one ability, it were going between 2 and 2 (jump + dash; gravity + speed)

Good job.

My comments largely align with a couple of other people. I enjoyed the game quite a bit. The visual style is clean. I don't mind the autobattling roguelite elements or even the meta-progression. I think it makes for a fun little game.


Definitely struggles with performance after a certain number of turrets, where it was barely running a certain point on even early levels. Losing due to the enemies hitting the sun felt bad, especially at the later levels where you had most of your turrets set up properly to try to succeed. Levels 7-8 need some balancing. It felt like getting there was relatively easy, but then it just requires repeating multiple times to get past them. For initially coming into the game, it would be more clear on your turrets vs asteroids. Having different types of turrets (or turrets that could handle the opposite rotation of where your planet is) would be much appreciated. 

Overall, I had a good time with it. Thanks for making it!

A lot of fun ideas in this one. It definitely reminds me of the some classic games. The controls were a bit too much for me, but I also don't think I'm the normal target audience for this type of game (too floaty/too many buttons/etc). 

I do think there is a lot of room to expand by utilizing the 3D space more effectively and fine-tuning the controls. 


Thanks for the game. 

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A fun concept fitting the theme.  I like that there is a goal of beating a certain number, even if I was unable to do it. The teleportation was also a fun element, and the physics seemed like it was handled well. Good job!

Cute visual style. Would be nice to have some sort of upgrades/goals to make it more challenging. 

It fit the theme well.

Had a chance to try it out. I think the concept is interesting, although the introduction/instructions of how to do things could be more clear. Thanks for posting. 

If you like Balatro, you'll enjoy this game. Clean style. As with any roguelites, having more crazy modifiers to make things fun would be a good win. 

A very stylish game. Fun concept. 

Would definitely prefer something a bit less random, but I appreciate the concept. 

Simple, but effective roguelite design. Sprites were well done. 

A very fun game. Great job. The sound effects worked perfectly, especially for the ice ball.

Only managed to get a high score of 8446. 

Simple, but fun and cute game. Great artwork. Good job. 

Really great snake art. Shame on the last minute bug. Fun concept for the theme. 

A fun autobattling horse race game. Worth trying out if you like that sort of game. 

Horses are fun. 

I pondered the orbs and found enjoyment. 

I like the sort of retro arcade game vibe, especially with the intro voice clip. The orb sounds were nice to my ears. Overall aesthetically pleasing.

Cute cats + an interesting gameplay mechanic. I think this place would get shut down because of the saws though.

The overall concept was really well executed. The art style was unique, and reminded me a bit of Touch Detective. I appreciated the level of polish for the story, however, it would have been helpful to better explain (or restrict) tools to when they were necessary, even if just for the first clue as a point. 

Unfortunately this game doesn't load without the `pck` from Godot, so I wasn't able to play it. 

"Error: Couldn't load project data at path ".". Is the .pck file missing?"

Cute cow, cute planets. 

A funny unique satire. Needed to be able to pull Trash more quickly.

The dog pixel art was cute. 

Suspicious amount of bones in this park.

The gameplay was a bit straightforward, with a lot of repeating elements.  Adding in some effects that correspond to the room, like some tiles randomly switching places or the screen goes dark, could add some more non-mechanical elements to spice it up.

I did enjoy the ties to the poem, though. It is an interesting concept, and I think it plays well here. 

Although not quite intuitive at the beginning, once you get the hang of it, it makes a lot more sense. The physics handling can be awkward and create scenarios that arbitrarily benefit/hurt you, despite planning otherwise. 

Overall, a fun game and on theme for the Game Jam it was entered for!