Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

AstralStew

67
Posts
6
Followers
3
Following
A member registered Feb 13, 2026 · View creator page →

Creator of

Recent community posts

This is a fantastic entry, well done team! ^-^

Things I loved:

  • Really inspired use of the limitation!
  • Having 2 dimensions for the player to come at the puzzle is really crunchy and satisfying
  • The artwork, fonts, theme etc are all very polished, it felt like I was playing a released product!
  • Big props on the transition screen, I love that effect
  • Difficulty curve was very balanced - felt both challenging and a logical progression

Things I'd love to see:

  • Maybe a phone app "star rating" style scoring system would work well here - like a par number of swaps, or having a Submit button that lets you check if you got it right and you lose a star if you missed something, etc
  • The length was perfect but I'd still love to see more levels! :D
(1 edit)

Thanks so much for playing! Yep big agree on the tutorial, we always leave it for last and run out of time before the jam ends! =_=" 

We've spent some time post-jam adding instructions for each tool as well as clearer visuals/audio for the detection pings, but I think we do also need some formalised onboarding rather than the cold open it currently has. Really appreciate the feedback! ^-^

Great work mate! I feel like we hit similar beats and I really like where you went with it ^-^

Things I loved:

  • Really great interpretation of the "lie" limitation (good ending gang lets gooo)
  • The digging mechanic is fun, it's got a fishing game kinda flavour that works well and I enjoyed trying to work out what the item was as I was digging it up :)
  • Great variety of items! The use of art was simple + effective

Things I'd love to see:

  • Clicking to skip forward text would be a welcome addition I reckon
  • I think a bespoke font could reinforce the flavour quite a bit!
  • Maybe giving up on an item could be good, once I worked out what scrap metal looked like it woulda be nice to be able to give up on digging it up

Hahaha, yep we feel ya ;P They didn't get as fleshed out as we'd have liked - they were supposed to be annoying, but not THAT annoying! We will be rolling out a post-jam update and we are working to get Alotl more closely resembling what we envisioned, including -

  • Responses based on events (e.g. first time selling junk, first time picking up ancient coin, etc) rather than random timer
  • Alotl loses connection + goes offline if you move beyond the middle portion of the map
  • Ask Question button gives actionable wrong advice only (e.g. "just buy 1 tool", "stay near boardwalk", etc)

If you have any other issues or changes you'd especially like to see please let us know! ^-^

(1 edit)

Thanks so much for playing :D We are definitely going to be increasing the amount of collectables that generate as a lot of commenters are saying they found it hard to find stuff!

We were trying to make it easy to play on phones + tablets, which why both moving and the tools use clicking + dragging. The idea was that the player picks a place to go, and then they are using the tools while they move there. However, I agree that it becomes tedious, especially with the magnifying glass + binoculars AND ironically enough, doubly so on phones + tablets, lol. 

In your opinion - how would you feel if we changed it to tapping a direction to move in, rather than tapping an exact position? E.g. You tap a direction around your character, and you'll continuously move in that direction forever (or until you hit something, etc). That way we could keep the move-and-use-tools loop but stop the constant tapping to change position. 

Thanks so much for playing :) We're definitely gonna release at least one more update to cap it off! You're not the only one who had issues finding enough to get started, so we're going to be increasing the amount of collectables and re-evaluating the costs of everything to help out. Thanks for the feedback ^-^

Thanks for playing, we really appreciate it! ^-^ We've had a few people now comment that finding things is a little hard, so we're definitely going to be increasing collectables. We tried to avoid starting the player with tools as we wanted it to be more of a choice than an upgrade path, but now we out of jam haze it's clear that the ascending costs for each tool screw around with that rationale a bit. We might revisit starting the player with tools, or we might lower + standardise the costs across the board. Thanks for the feedback!

Thanks mate, glad you liked it ^-^

(1 edit)

A sombre but beautiful little experience, thanks mate

Things I loved:

  • Touching story with a bittersweet feeling, surprising for the jam (in a good way)
  • Great use of minimalist artstyle to tell a compelling narrative
  • Similarly, clever use of minimal audio to create tension in moments where it breaks
  • The limitation coming through in wrong directions and unexpected turns reinforced the emotional core of the narrative

Things I'd love to see:

  • I'd love for it to go a little longer, but seeing as this took you 4 hours (which is really impressive!) take that with a grain of salt
  • Again putting the limited dev time aside, some onboarding to bookend the entire thing (even just a simple menu + epilogue to leave it) could elevate the experience further imo
  • How the uncle would have reacted had we been able to come back and confront!

Thanks, really appreciate it! Yep absolutely agree, now that we're out of the jam haze it's clear we didn't onboard the tools clearly enough. I'm rewriting the description to take on the feedback, and then post-jam we can hopefully implement some tutorialisation before signing it off. Thanks for playing! :D

(1 edit)

Very enjoyable experience, thanks for hosting! :D

Things I loved:

  • Extremely good premise XD
  • The networking worked great! Better than at least half of the indie steam multiplayer games I've bought, and it was running in web player!
  • The art is fantastic, again near-release indie game quality (especially that skybox :O)

Things I'd love to see:

  • Not sure if the fish have different "stats" but if not that'd be cool, if so maybe a bit more obvious
  • Idk it's pretty solid, you could flesh this out and give everything a one-pass and it'd be a great lan party game :D

Ahh yep good shout, a tutorial area showing what the shimmer looks like is a great idea! Were you using the magnifying glass at all? I'm just realising we didn't explicitly state you need one of the other tools to see the dots! I'll add that to description now. But yeah in any case, having a small area where its taught what to look for sounds like a great post-jam addition. Thanks for checking it out and the feedback! :D

Fun demo and extremely impressive for 2 days work! :O

Things I loved:

  • Gorgeous art style, really vibin the whole time!
  • Nice use of the limitation, definitely had to rewire my brain the first few runs haha
  • Very smooth for a 3D physics game running in browser
  • Love the kinetic skateboard drop on the intro, small detail but it stuck with me :)

Things I'd love to see:

  • Removing the audio play on game over or play it from a global script - combined with audio play on restart it really stops and starts the mood in a jarring way, without that I feel like I'd just be zoning out in a good way
  • Obviously nitpicking for a 2-dayer but the cars would sometimes pile up in ways that stopped a run, would be nice to have it check for total obstruction and turn back on some of the motors to give more opportunity for it to clear out

Overall great stuff mate :)

Great little sokoban mate!

Things I loved:

  • Really unique perspective for a sokoban, great idea for a twist on the genre
  • I really liked the art style, its real crunchy looking! :D
  • Cozy humorous writing, but without it being too distracting from the puzzle aspect

Things I'd love to see:

  • A few more levels! I reckon it could work even with no new elements, e.g. scaling to a few more gulls in the same space a few more times
  • Choosing other trash losing you the game with the reason given as the game over prompt imo, again itching for more levels I guess. I just think it's neat and want more :)
  • Oh also did have a bug on restart > the music stopped, and when I lost that game it showed a second copy of the game over screen. Didn't happen again when I refreshed the page though!

Haha yeah this was great, well done mate :)

Things I loved:

  • Really kinetic loop, got the idea quickly and had a blast keeping an eye out for the details
  • Good diverse set of things to look out for, just enough variations of evil traits to keep me on my toes!
  • The ending got me good, idek if it's what was intended but it got hella ominous on me and then the pay off was perfect :P

Things I'd love to see:

  • A bit more obvious tell when the round was lost, I didn't realise the first 2 times until I noticed the customer number had reset
  • I was honestly hoping for a round 2I Definitely would've stuck around for a few more rounds, but I suppose that's testament to a great short experience ^-^

This was a neat and wholesome experience ^-^ Well done PurpleGuy + Sola!

Things I loved:

  • The artstyle(s) were really endearing and well executed, great use of the 2D/3D split! :D
  • Loved the writing + characterisations, every character felt like they had their own voice + a distinct personality which is especially impressive given there wasn't much audio! The humour hit very well for me, especially the protag being like "come on dude play the game" XD great stuff 
  • Impressive amount of dialogue and particularly keeping the logic flow even when the order was broken, e.g. I tried to leave without speaking to the beach guy, e.g. I went back into the 7/11 by accident and left again and it just picked back up perfectly, well done
  • Pride month let's goooooooo!

Things I'd love to see:

  • It might have broken the diegesis a little, but some visual/audio hint of where the last enemy/stick would've been good, in both cases I had one left and had to sorta scan the entire level to find where I'd missed
  • Different song for each level would've also been nice, it's a bop but did get a little repetitive at game's end (not that I can talk >.>)
  • Apples without cinnamon, like yea it's great but come on EVERY time? 10/10 could not agree more :P

Unfortunately couldn't really play much of this as there were some critical bugs :(   I liked the vibes you had going too, try to stick with it after the jam and work out what went wrong. Here's a list of bugs I encountered:

  • Clicking the logs didn't do anything
  • Clicking the water brought up the start of the water game, but it seems the colliders for the sand game were still active, as once as I clicked on the water it switched to the sand game
  • The sand game had the most success, I was able to play a round of it (kinda like minefield if I understand), however the bomb only appeared the first time and after that it simply repeated everytime I clicked one of the sands

I'd be happy to try it out again once you get it to a playable state :)  Great job going in for the jam mate!

Wow, this is fantastic work! :D

Things I loved:

  • Use of the limitation is soo inspired, such a fun + challenging experience!
  • Aesthetic vibe is 100, super polished execution! You went waaay harder on the graphics than you needed to (its black screen most of the time!!) and it is so appreciated
  • The helpers like bars for facing/angle + the scaling name UIs were a great addition, felt about as close to playing a similar game IRL as you can get I reckon :)

Things I'd love to see:

  • Some guidance on that first round would be good, wasn't sure exactly what to do as I hadn't realised I could move! Just some white text on screen like "use WASD to move around the field and listen closely!" would be grouse
  • As great as the fewer number of audio lines was for distinguishing vocal differences,  it'd be nice to have a few more lines to keep things fresh! 
  • Personally I'd love to be able to skip to the 3rd level, as the first 2 are pretty rote once you've played a couple of rounds and I found myself getting impatient to get back to the "good stuff" :P

Nice short engaging loop you got here! Congrats mate :D

Things I loved:

  • A pretty unique fishing mechanics, which is saying something given how saturated the genre is!
  • Randomising the length + speed (+ ease?) was a great way to keep it fresh for the duration
  • Aesthetics were well done, nice use of simple art + perspective to sell the look
  • Interpretation of the lying theme was great XD 

Things I'd love to see:

  • A line renderer from the boat to the current fish - pretty rote but I think it would reinforce the perspective really well
  • Some simple audio would do wonders here, even just a 5 min first page result from freesounds.org or w/e and some slapdash music would immediately elevate it imo
  • I think bookending both the levels as well as the game itself would be nice. E.g. An end screen once all upgrades hit + ~$2500 in the bank. 
  • Given the framing of fishing saving fish in the endangered area, a time limit before the authorities neer-do-wells, or some similar restriction would go hard imo, especially on the 2nd/3rd levels

This is really well done! Really love the concept and execution :)

Things I loved:

  • Great use of basic elements to make a complex puzzle, it was easy at first but a nice challenge to keep it all in my head as time went, which made pouring over the recipe book against the timer really engaging
  • Fantastic artwork + colours! Really top notch
  • Cat is a great touch :3

Things I'd love to see:

  • A bit tighter collider on the bin, got a bit frustrating when it would drop right next to it a couple of times in a row
  • Controls were fun once you got the hang of it but are a bit confusing at first, be nice to have them in the game somewhere! Having the basic 4 keys listed somewhere in the top/corners would be great 
  • Another UI pass for the mouse, e.g. you can't close the recipe book except with B (as far as I could tell) which meant I had to restart a few times at the beginning until I learnt the hotkeys.

Wow thanks so much ^-^ Glad you liked it! Also big same - dunking Alotl into the ocean was gonna be our final screen if we managed to get there,  and that feeling only increased the longer we worked on it haha

Oh also a few questions -

  • What are the red + blue star like reticles that zoom past occasionally? They kind of look like Laser Bursts but don't seem to be tracking bullets unless I'm missing something? I thought the blue one was showing my ship orientation or bullet trajectories, but it doesn't seem to line up with either.
  • What is the Stage 1 progress bar in the top right tracking? Is there a time limit, or is it a Par to finish sorta deal? I played one round for quite a long time (maybe 25 minutes?) and it still seemed like only ~1/8 the way through
(4 edits)

Really great update team! 

  • The radar works great, massive improvement, no notes ^-^
  • Same for barrel rolls, love it! 
  • Beam Pyramids are annoying as hell... in a good way! Could see them having a spool-up period before they start beaming (or increase it if there is one) with a very obvious tell, there were a few points where 2 showed up right in front of me and immediately started blastin which felt a very slightly "unfair" but more importantly just a bit visually janky
  • Is there a world where Beam Pyramids blow up if the rock they're on explodes, but don't give resources? Felt weird that they'd hang there afterward, but obviously if they still reward you than you'll always just explode the rock. So withholding the reward but blastin em at once feels like a nice middle ground potentially
  • Kamikazes could use a more obvious tell. They didn't feel unbalanced or anything, but I also never felt very aware they were coming before they were already on top of me. Could be an audio thing maybe?
  • Turret printers functioning same as chests (rather than dropping pickup item) is a great change! Given they are almost identical atm, is there an argument for chests also stopping time to let you read, or visa versa? Would be slightly more consistent, but I like it as it is.
  • Would be nice to have a UI prompt when the chest + turret printer are activated but before you get the item, as often it was hard to tell whether I had successfully activated them. The animation is great, but yeah some text somewhere saying "Item incoming" or w/e would be very welcome
  • Both chests and turrets were a little hard to open, especially with Dart and/or once you've got acceleration/speed upgrades. The distance seems quite short. Not sure if that's a problem or even intentional design but there was some friction there. 
  • The target / aim feature is FANTASTIC, instant 50% enjoyment increase! :D I didn't realise at first that I had to initiate it manually, and it seems to be on by default after the first time. That was slightly confusing but not a big deal. Potentially another way to do it > Targetting activates automatically on an enemy you've reticle tracked long enough, and then middle mouse click can toggle that feature on/off globally? Just food for thought
  • Had a weird issue (or feature I misunderstood?) that after a while the fog got REALLY thick and never subsided again (Linux build)
  • Would be great if the activatable abilities (e.g. Ram, Laser Burst, etc) had a visual flash or audio when they finished cooldown and/or had required energy. Found myself taken out of the dogfights but looking down at them all the time
(1 edit)

Wow such an impressive game for a jam! :O
Things I loved:
- Flying feels great, the controls are toight and turret/pilot modes are exactly what you want
- Low poly aesthetic, design of the boss especially!
- Item name + effect combo eliciting hearty chuckle everytime lol
- Having different 2 different ship builds on top of everything else!
Things I'd love to see:
- A little bit more tutorialisation / explanation in-game
- e.g. Didn't realise the turrets were spawning in-world when I was purchasing (rather than just applying) and then the crates worked the opposite way which wasn't obvious the first few runs 
- e.g. Wasn't sure what the blue reticle and red reticles that appeared were indicating
- e.g. Would love to see a list of all the stats somewhere to get an ideaof what the upgrades were doing relative to the baseline
All in all really impressive stuff team, well done :D

(1 edit)

Really nice vertical slice for a unique world :D
Things I loved:
- Knocked the art out the park! Really unique combo of the space + noir themes
- Aesthetic + music  + writing compliment each other perfectly
- Narrative is on-genre and well executed 
Things I'd love to see:
- Interaction / gamification as mentioned in the description, I can already picture some interesting conceptual splices from each genre (e.g. gambling + gravity wells, roulette + orbits,  etc)
- I think there's room for point-and-click environments - not sure why but it feels like it would fit to explore his office etc
- Slightly annoying to have to refresh the page to see the other lead, not too bad or anything but be nice to see a return to menu

This is such a great interpretation of the theme! 
Things I loved:
- The loop is super fun! Once you get in a groove it's got a great rhythm 
- You nailed the challenge escalation, never felt a sudden jump in difficulty
- Super adorable robots ;D
Things I'd love to see:
- With how quick and frenetic the gameplay is, I reckon you could have little breather rooms every say ~6 rooms (e,g, Spooky's Mansion etc)
- Starting with less descriptions to track and then adding more every so often would give some crunchy escalation (e.g. starting at 2 instead of 3, then going 2>3>4>n)
- Changing up the music after a while, either a whole new track or just shifting the levels a bit

Great work for a first jam mate! :)
Things I loved:
- Can't go wrong with a nice simple loop! Solid fundamentals
- Very cute aesthetic :D
- Bounty board + poster are both nice touches 
Things I'd love to see:
- Prioritise a start and end screen next time, not only helps the player know where they're at in the experience but also helps you scaffold your programming and iterate more quickly!
- Performance was a little rough, make sure you're doing as little as possible in your update loops
- Set the music to loop in the audio file settings so it doesn't finish!

(1 edit)

Some nice ideas here! I got 6:01 for time + $10000 for bounty n-n
Things I loved:
- Controls felt good!
- The darkness with coloured lights really sells the vibe!
- Multiple enemy types + drops made choosing targets compelling
- Being able to plan by poking around corners with shots then switching to melee :)
Things I'd love to see:
- UI felt realy small; curiously it was much smaller for me than in the intro screenshots?
- Explaining the controls in-game! Or having them on the page, I had to trial-and-error a bit to figure it out

- Might have been nice to have some differences to the maze ends, like refreshing ammo / health or some hazards around the center, making the borders safe zones

SirSunstone played this on stream and had to come try it myself! Nailed the vibes
Things I loved:
- Artstyle was inspired tbh, the silhouette and animation combo looks clean af
- Autobattlin loop was really satisfying, made it easy to keep trying!
- Impressive that there's different strats, e.g. both heals and DPS having multiple options
Things I'd love to see:
- More info during the duels, it was very hard to tell what effects were happening (and why I died!)
- A fourth building to choose from would've made a huuuuge difference imo, it felt a bit redundant that I had time for all 3 buildings but they still progressed the clock
- The town changing every 3 days was great and the difficulty scales at that point it seems, but it would've been nice to see some more fanfare given to that step (even just a "travelling" sunset image) and/or some explicit variation between them (e.g. a "poison + whisky" town, a "bandage + gin" town, etc) which would've also made facing the guys a bit more of a known quantity for a bit more strategy

This is so sick haha
Things I loved:
- The premise is very well executed, it felt like each step was necessary!
- Fantastic art of course
- The slideshow was a great touch XD
Things I'd love to see:
Rotating elements would be cool
- The other suspects having a bit more in common with the perp, was always a bit obvious
- Escalating difficulty would be fun too (details getting more specific or looking alike maybe?)

Really enjoyed this one m8
Things I loved:
- Really efficient use of simple 3D graphics to create a compelling environment
- Core gameplay loop is satisfying, swinging works really well!
- The upgrade screen and inventory both look fantastic
Things I'd love to see:
- Threat similar to the goose as you climb higher
Some fixed environmental threats (e.g. mozzie light) would be interesting
- A bit of audio variation as you climb higher would be nice as a kind of reward in and of itself
Great job and go grab a couple potato cakes to celebrate ;)

Alright, critical bug fix has been implemented! Thanks to the jam orgs for that + for those who let us know <3 Enjoy everyone 

Ahh cheers, could've been after you started giving honey to the queen maybe? After you start feeding honey, you only have 1 minute to feed as much as you can, then you go to the Upgrade screen for the next hive. But outside of the game description on the landing page, the only way this is communicated is a yellow countdown that appears around the Royal Chambers after you feed the first honey, which yeah just really isn't enough info for the player to go off ( -_-")

Tutorial text would clear this up if we'd got to it, but in hindsight I think we also should've focused on getting different music playing and some text pop up like "The queen is hatching, load up as much honey as you can!". The Upgrade screen itself is also barely implemented as you saw - definitely bit off just a bit more than we could chew, aha. Thanks so much for your feedback and going into detail, I really appreciate it! <3

Oh wow, nah this is a bug, thanks for letting us know! Interesting that we haven't seen it before, we've even had a few ~hour long games without issue. Can I ask what browser you were using? Also when you say it reset itself - did it just freeze, or did it wipe across the screen as if you had hit Reset Hive? Thanks so much!

Haha ahhhh, I knew that would come back to bite me... cut to midnight programming like "Oh right, maybe I gotta take the time to add an edge case for its surrounded? Ehhh nah I'm too tired, it'll probably never even happen!" ;P

Glad you enjoyed it, thank you so much for playing ^-^

Fantastic! Could easily lose an afternoon to this ^-^
Things I loved:
- Physics feels perfect! Feels both predictable and nerve-wracking, perfect balance
- The simplicity of the interface is very effective, the single screen design works great
- Really inspired use of understated audio
Things I'd love to see:
- Idk a global leaderboard? A release date? Lol well done! :D

Ahhh this was a really sweet experience n-n
Things I loved:
- Unique premise with the chill vibe to pull it off
- Fantastic use of the palette! The changing seasons were done really well :)
- Petting the cat 10/10 <3
Things I'd love to see:
- Walk could be a bit slower given its all about taking in the scenery, I felt a bit too zippy
- I started the game in fullscreen without really thinking and got a bit confused by the UI, maybe a line added to the description to tell people to play it in window would be good
- Version with all the seasons would be really cool to see (not on brand with the jam obv but testament to the vibe you got goin, good job)

(1 edit)

This is great, admit I was a bit confused by the controls at first, but after a few rounds I got it and started getting pretty good! ^-^"
Things I loved:
- Art is stellar, great job with the sprites! Logo is gorgeous too
- Skating mechanic is choice; its a really unique confluence of input styles that was hard to grok when I started, but the combo of keeping the spacebar going while monitoring the draggy vertical movement and then pulling out the (comparatively) quite complicated hippe jump was a satisfying set of plates to spin!
Flower for doggo :D
Things I'd love to see:
- More inputs beyond D>U>U would be cool - its not bad its the only one, but I could see some other input strings that maybe apply to certain obstacles types (e.g. there's a crack in the road coming up so I gotta grind instead with U>D>D, etc)
- UI could use some adjusting I think - the intro text was a bit hard to read and quite high on the screen, and at the end the logo appeared over the text so I couldn't see what it said 
- Unfortunately 0/10 as you cannot pet the dog! I have no earthly idea how you would manage that but I have faith ;P

Fun and surprisingly addictive! :D 
Things I loved:

- Isometric tiles x trad sprites look really cute together, the vibes are great
- Really satisfying loop! For how simple it is you've nonetheless really nailed the finer details (timing, audio, upgrade effectiveness, etc)... I actually thought something had bugged the first time Spring ended but no, I'd just been enthralled in the loop haha 
- Queen looks grouse, but damn that main bee face is one of my faves of the jam XD 
Things I'd love to see:
- Each flower having slightly different "stats" (e.g. total number of clicks, speed of clicks, amount of honey) would be sick; gives a bit more strategy for each run depending on the type of build you've gone for (I found myself following the same route for the sake of consistency)
- The map is quite big and very well laid out in terms of turning the player around, but I feel some points-of-interest out there (e.g. better flowers the further out you go, hazards or obstacles that change position each day, etc) would give more reason to venture further (or take a different route, to the point above)

Ayy well done team, I really like it :)
Things I loved:
- The art was really charming (especially the dour start + the background art!)
- Difficulty curve of the platforming puzzles felt right
- Music was great! :D
- Changing the colours depending on the level colour was a nice touch 
Things I'd love to see:
- The bees at the end could use the same sprite as the character I think (the others felt a little off-brand)
- A little more movement would add a lot here (e.g. the collectables bobbing, slight sway to platform idle, etc)