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AstralStew

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A member registered Feb 13, 2026 · View creator page →

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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
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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
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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

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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!

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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)

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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)

What a great concept! No better at minesweeper than I was back then but at least now I can be chased by a snail about it 8)
Things I loved:
- 2 great tastes that taste great together! Very clever rogue-y additions to the classic
- Very polished! Felt like I was playin a demo for a full game :D
- The use of cutscenes / characters in this format is grouse
Things I'd love to see:
- Less camera movement to prevent tearing (it's a little hard on the eyes after a while) though admittedly this is probs a web player problem 
- Might be nice to have a centralised glossary; I was a little confused about blueberries and couldn't find anywhere to review what Diva had told me

Great job mate, simple but very fun incremental! :)
Things I loved:
- Solid loop that I felt like I could've done "better" on (even thought there's no score so to speak)
- The art style is really endearing :) 
-  The farmer art + the customers eyes when you hover on are just *chef's kiss* XD
Things I'd love to see:
- To that first point, it'd be cool if you listed a score of some sort (e.g. total money gained, amount of money left in final round, etc) as I definitely could've optimised the purchases I made 
- Different berries  would be sick, especially if they had different grow durations / prices (could also see customers with a chance to not be sated with just 1 berry)

- I'm always drawn to a PlateUp! style customer system where they show up and you have to keep up with them rather than being 1-to-1 with the berry output, but obv that's just preference :P

I actually really love the song! Just a key change once it loops would be all it needs to keep it fresh I reckon ^-^

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This is a really unique loop, good job mate! Feels like a vertical slice for a genre I've never played :)
Things I love:
- The drawing of the sigils is just plain cool, well done there! I like that speed + accuracy were both relevant
- The meta-loop was quite fun once I realised what the bars were telling me 
- Each animal having a varying but specific set of needs made memorising them easier and satisfying
- Each of the character feels unique both in abilities and aesthetic which is rad
Things I'd love to see:
- I think the UI could be tweaked a bit, maybe bigger or more outlines. I thought the top bar was progress for the first few loops ( -_-")  I just didn't notice the leftmost bar at all! Once I saw it, it all clicked into place and I knew what I was doing
- Visual indicators of the sigil strength (and specifically, whether it was speed or accuracy that were too low / very high) would allow greater mastery from the player which would be awesome, I sometimes couldn't tell why I'd got e.g. 29% one time and 76% the next, when I thought the previous one was better! :P
- You mentioned in another comment that the animals were supposed to keep their current need over the next loop, that really elucidates the core mechanics and I think it's a great idea
- Alternatively (or as well as), some form of graphical or audible "tell" for the animals would be cool - e.g. the bunnies are running a lot this loop so I know they're probably gonna want rain next run, or the birds aren't in the trees so next time they'll probably want sun, etc

This was a really solid platformer! Doubly so for being a solo dev project, nice work :)
Things I loved:
- Fantastic pixel art across the whole thing
- The dialogue was great (literally lol'd at "m'kay" :P)
- Great use of the palette, it looks gorgeous!
Things I'd love to see:
- Variation in apple locations on each loop 
- The song is perfect for the vibe, but after a while I was hoping it would shift keys or change up in some way

Very lovely matching game! 
Things I loved:
- Chillest loop known to humankind <3
- Tracing the mouse / the single click control scheme is really satisfying and straightfoward
- The screen transitions were so smooth! Great job there
- Other animals moving around added a lot of life to the scene
- Found it surprisingly cathartic to fly over water- you just never get to do that lol
Things I'd love to see:
- Could be able to hit 2 flower types at once to add a bit of pathing strategy
- Tbh I don't have many notes here - I just think its neat! :3

Such a gorgeous lil game, nice work!
Things I loved:
- Amazing use of minimalist gfx to deliver on effects; blue>green shift, the hair, butterflies.. really great stuff!
- Controls are toight, just the right ratio of float-to-precision
- Nailed the use the colour scheme!
Things I'd love to see:
- A bit of background music or ambience, though I actually really enjoyed the quiet contemplative vibe and don't think it needs lots of sound
- Little shifts between seasons (e.g. a pile of something that's gone the next loop, a critter that darts away on screen load, etc)

Clever puzzler! Definitely a few head-scratcher moments haha
Things I loved:
- Clear concise loop, you could easily imagine many escalating levels (or auto-generation)
- Simple, easy-to-parse gfx that look nice without getting in the way (same for audio)
- Having a "par" system rather than a hard score! Really appreciated with these sort of puzzles 
Things I'd love to see:
- Time trial scoring based on how quickly you got there (I may have taken 5 mins on one :P)
- Hints system, maybe placing a beecon for you each time you click it
Just read this was your second game ever and first one completed - that's amazing! Well done :D

Extremely endearing game with immaculate vibes! ^-^
Things I loved:
- Art style had me beaming immediately :D Love the hand-drawn style
- Relaxing frictionless core mechanic
- The "pick flowers > arrange flowers > n " loop feels right
Things I'd love to see:
- More flower/vases! No surprises here haha
- More sights to see on the flower walk would be great
-  Rather than selling for flat rate, customers make requests and you gotta feel out their perfect bouquet!

This is siiiiick, a distinct vibe really well-executed! Maxed my sheep by the end :D
Things I loved:
- The QTEs marry very well with the runner, especially when they proc off overlapping
- Art style, absolutely nailed that Mouthwashing-esque creep
- Background art specifically, understated but really brings it all together 
- The rotoscoping of that precious angel
Things I'd love to see:
- Background showing some of the creep in place of more exposition
- QTEs changing as score increases (e.g. flower one gaining more inputs)
Fantastic job!

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Omg ty so much for giving it such a thorough play through! :D Team is very glad to hear someone put it through its paces ^-^

  • 100% agree on the tutorial - we were working on it right at the end but ran out of time (we're in Australia and the final hours were very awkward local time lol). I'm definitely gonna prioritise getting a nice simple UI in as the first feature for our next jam! 
  • Yeah the Dancepad ended up somewhat confusing (and slightly bugged, seems I mixed up the indicator gfx for honey and larvae). It takes the output of hexes its pointing at and drops them to the floor if they match the resource you gave it. (I.e. If you give it Pollen, it takes pollen from Holes its pointing to and drops them on the floor). So you could use it to drop food for larvae, or you can filter out objects that are clogging up your supply chains. Definitely the structure that would've benefited most from a tutorial! :P
Really good! Cute and slightly creepy vibe, and stays on the right side of cute to land

Things I loved: 
- Golf controls felt great, was half-expecting a bit of jank but in fact surprisingly robust
- Fantastic overlay, perfectly executed
- Art style hitting exactly right for the cozy vibes
Things I'd love to see:
- I may have missed some, but more/changed notes on subsequent loops would've been grouse
- Platforming and golf at once! >:)

Gah that final wave!! XD Great work, really fun loop
Things I loved:
- Short but satisfying, quick enough to go "alright one more" while staying  challenging / strategic
- Music was a bop!
- Cute art with a very clear UI 
Things I'd love to see:
- A restart button would be great (for when I realise I've already screwed up lol)
- Slightly shallower curve for that last wave, it does feel good as a rushdown but its eeeever so slightly too sudden imo

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Had a lot of fun with this one, a very healthy mix of chill and frantic haha
Things I loved:
- The core loop was fun and engaging, timing runs back with how many dings I was hearing was satisfying
- The art and dialogue sections were well written and cut in very well, Roland and RJ were a great odd couple haha
- Guiding the queen was a fun meta-game sitting over each day
- Music was noice!
Things I'd loved to see:
- A bit of gameplay variation between the flower patches would be nice, distances / weather differences were nice to ponder over and I'd love more of that
- The water buckets were a great spend for the shop, I'd have loved if all the items you buy changed it in a similar way. Similarly, helping the bees recover with wildflower honey was great, a choice or 2 to make there would be cool to see
- More interaction with Emma Stone (in the game! :P)

This is a really fun combination of elements :D  
Things I loved:
- Note game + stitching pattern + rewarded with what you made + vibes in the BG = a good time
- The music was top tier! Chill with the right amount of interesting elements
- The pacing of each song with the pattern was really well done - get the groove at the start, lull periods where you can watch the pattern and play in peripheral, hard section in the climax, and then a chill send off... noicely done
Things I'd love to see:
- The clouds floating past were great, more dynamic elements like that would only increase the vibes
- More columns added every loop! 8 finger stitch let's gooo

I'd never have believed this morning I'd be playing a comfy spring game that gave equal parts Celeste, Limbo, and Guitar Hero... wow, just amazing work here team! :)
Stuff I loved:
- The vibe and themes were fantastic, took me back to just post-NG era of art platformers in a great way
- The quality music and the rhythm game were really engaging together! Sick composition work
- Platforming around on-beat was very satisfying, especially when the moving platforms sections formed a "bar" and it became its own sort of rhythm game, gave a distinct sense of integration between the 2 gameplay challenges
- Screwing up my jumps and dashes cos I was getting too jazzy with the accompaniment XD
Stuff I'd love to see:
- More variation in lighting the smaller beacons(?) would've been good
- I thought the big lighthouse at the end was gonna pulse on beat when I hit K! (was just the door UI) 
- VA was mentioned in credits but the animation at the start had no voice-over, not sure if bug or cut

Very comfy little game! The UI style combined with the palette gives 90s anime on VHS too :D

Things I loved:
- Music is fantastic! Always makes or breaks a chill clicker like this so great job
- The pixel art is great, especially the cats
- The clicker of it all, straight forward and does the job 

Things I'd love to see:
- Rearranging the UI to remove the empty space would  make the cat selection screen a bit nicer
- Similarly, bringing in the space itself by like ~200% would make the room feel less sparse

Love me a chill loop, great work here! 

Things I loved:

- Art style! It's giving Stardew, Shovel Knight, Bee & Puppycat!
- Characters all look great, incl the PC (skirt + helmet life)
- Hitting flowers! I was picking them like a chump until the sixth loop D: lol
- Little side quests / secrets like the spear and Tutle were nice!
- Letting this flower knight rest their gams on the log for a while after a fight = immaculate
- Big bee

Things I'd love to see:

- Changing up enemy/spawner placement to give those sections some more juice
- Mixing levels together as it goes on (e.g. swat fly while gardening, find spear but enemies, etc)
- Some BG  music! Just some chill nondescript creative commons would've been grouse

Sooooo satisfying :D  Really great execution on the music + animation too, well done!

Thanks so much! Glad you liked it ^-^ We were aiming for a kind of incremental like Candy Box, Berry Bury Berry, (the) Gnorp Apalogue etc but once we started playing around with the hexes a lot of strategy/automation from Starcraft, Factorio, Plate Up! etc snuck in there lol
 

Great stuff, nailed the theme + such a satisfying loop + perfect length!

Small hiccups: Was a little confused at first, took me an embarrassingly long time to realise you could zoom out (lol). The audio seems to cut out after about 10 seconds - could be my setup (Zorin OS, Firefox) but haven't had any audio issues on other submissions.