Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

BouncyTurtle

60
Posts
1
Topics
1
Followers
1
Following
A member registered Apr 08, 2025 · View creator page →

Creator of

Recent community posts

(1 edit)

Original but the strategy is so different from classic chess that I was lost. Actually, even the advanced bot is lost. He often gets the lead but then he sabotages itself and give me the victory.

Also satisfying sound.

And maybe one bug: in the split level, against advanced bot, play the pawn in front of your king. The bot will exploit a nice combos for him that expose your king (I didn't think, too much used to move that pawn...). But then, you can't move your king at the top left diagonal square while you should be able to... Play something else and next turn you can.

Very cool! I really got some thrill when the monster attack were spinned, as the beginning was tough, but then I reached stability. I slowly built back almost all the town and now I kill the kaijus before they can attack twice. But it was nice to feel I finally outpower them and build my city back!

I feel there is potential for more strategy, it's quite simple currently. I was also expecting some more kaijus skins.


Cute but the cheese machine often has its button blocked, softblocking the game

First time I pressed the 5 button and paid after, it was blocked.

Second time I gave the money, pressed the 5, it worked (got one cheese), then I did it again, paying before pressing, and it blocked again... I gave up after that

Cool! I like how the gameplay change a bit with much more dash.

I sometimes had to farm and the progress was slow at one moment because I was not interested in the magnet upgrade... but it's actually necessary to buy them.

The boss are thoughs, the first one more than the second, but I manage to do it!

Exactly 100 trial count at the end.

I think first it can be more juicy, like some effect (a sound I guess) when you turn and add a river to yours to make it more satisfying, with a stronger effect when you add a lot of river at once

Also some effect when someone is defeated, like a smoke explosion with a 'poof' for example, so you feel its impact because it's a decisive event in a game and so you feel your victory

I have other ideas but maybe I will stop here.

I didn't play multiplayer but in solo campaign I often used the speed of the mouse to quickly beat an opponent going straight into my field, with the hope he doesn't have time to cut the path I uses to reach his one, then I quickly go back to my fountain because I don't really see where are the rivers carrying my player. So I wonder if some direct confrontation between players would be more about speed.

Nice concept and it's fun! I only played solo campaign.

I think there is potential to make it better. 

(4 edits)

Huh I think I broke the game. I accidentally clicked the move button for a Control node while I was trying to understand how to play, but I couldn't go back, so I clicked New wave to try to continue and it let it on a weird place. Now I I can't build anything because it says it blocks the path.

Edit: so I missed the text for the cancel button at the beginning I see, but the cancelling doesn't work, it just let the building where it is...

It works for me but I got softblocked I think. No more enemies were coming and the small tower were shooting at the bottom left corner infinitely. It happened on the third wave I think.

Browser: Firefox.

OS : Windows

Super chouette ! J'ai parfois été surpris d'échouer, mais en réessayant j'ai compris (pourquoi ai-je imaginé que les brochets sautaient comme des poissons volants...). Ce n'était donc ni trop évident ni trop subjectif, la difficulté est bien dosé !

Le style est très sympas. J'aime bien la petite touche d'humour sur la fin de cette démo ^^

Hehe, I relied on the power of triangles!

Nice! Cleared everything first try.

It's not that hard. The key is just that thight bend helps red while the rest helps blue. For the two last level, I may got a bit of luck or intuition to measure them out. ;)

Really cool and original idea! Somehow won everything first try.

Could you let me know when and how it happened? That would really help me track down the issue.

Unfortunately it happened without a specific event to be remembered, but I think I lost one or two times (the time to understand how it works), then I started by summoning two statues by accident, and the game last very long, I reach eight units on my side. When the error happened, a grey pop-up from the browser appeared, with lot of unreadable text. It's a pop-up I already saw a lot of times. So maybe it's just the web embedding.

I tried to play again the demo to get the error again but even reaching ten units on my side or trying to last as long as possible, I didn't.

Hope it helps.

Interesting and funny. The rule about how to summon wasn't clear to me first time, I though it was the four sides that needed to be filled. Had to understand through experience

Also, second time I played I experienced a bug on the demo that made the game freeze.

You can see the endings you have in the achievement (the star icon (while not in the Cascade)). I think it's written how to get it.

It's the third game of this kind I play. They are so cool! Played and finished it in an afternoon with all endings. Addictive!

The style is nice. There is some moment you can't guess the answer and have to try a bit at random... And I am blocked at the end. All I have left is a hat, I did everything, wheel, lever, pipe, fire, but I just can't move the three dials. :/

The dino sprite is cute. I won with no idea what is the neck control for.

Challenging but cute! I felt the vibe of the "strange & hostile fortress patrolled by relentless machinery".

The character and the design are super cool! The game mechanic is interesting and works well. I really liked to play it! With that little story, it's captivating! :D

Nice! After some tries I finally manage to overcome the difficulty and reach stability.

Very nice! I wish there were more complex puzzles, there is the potential for it, like some kind of funny chain reaction for example

Il y a quelques petits problèmes selon moi :

  • Il n'y a aucun moyen de faire pause, et rien pour attendre avant de commencer le jeu au tout début.
  • Le temps ne s'arrête pas quand on est sur la page des upgrades, ce qui est pressant.
  • Le bouton pour gagner après 7 jours, qui est grisé quand il pleut, fonctionne en fait quand même. J'ai cliqué dessus la première fois et j'ai gagné... Mais c'est peut-être ça le secret ?
  • A la fin il y a trop de clics à faire, c'est fatiguant pour la main. Je pense que des upgrades qui aident à déclencher les feux (et aussi à les lancer tout en augmentant leur niveau) auraient été bien, que ce soit une forme de déclenchement automatique ou une souris plus "puissante" (e.g. plus grande zone, une trace qui déclenche aussi).

En petits détails :

  • Je dois avouer que l'histoire saute un peu vite. On comprends mais j'aurais bien vu une étape intermédiaire, ou juste une phrase en plus, disant qu'on en a fait notre métier car on était fasciné.
  • Le score a trop de chiffres pour être lisible quand il est grand, il faudrait par exemple des espaces ou l'abréger.

Mais sinon les effets des feux d'artifice sont jolis, et leur son est jouissif. :)

Looks super fun but... I feel like it's more the computer that has fun. It can make simple combos I can't, doesn't have blue bar costs it seems and can do special move instantly while I have to press the buttons in order and it's hard to make it work when going fast.

The only time I won was giving up the combos just to use light and heavy attacks at the right timing... but then at the third and last round it becomes even stronger,

I feel like you created something fun but that I can barely reach, rather just watch. :/ Will still rate 4 stars for the hard and funny work.

Usually I think the host accept an update if there is a problem that breaks the game. You should ask!

Cool! :)

The empty square doesn't reveal tiles in diagonal while it usually does as there is no mine. As someone who played a lot of minesweeper it's very irritating.

A bit short for now but very nice. :) When you start to have a lot of card it becomes a bit hard to handle all of them.

I always like this kind of game! :)

There is some optimisation strategy, but I don't think there is any miracle technique, so in order to balance maybe you could make computer battle itself a lot of times and count the wins! You can make the computer use different strategy to test, and then even see how much thinking instead of playing random can have an effect.

Also it would be great to at least have the height in meters shown too.

(1 edit)

Was intrigued until it started to have false block trap, a place I can't reach and the fact that when you lose you start everything from the beginning... :(

Extremely easy but satisfying :)

Easily won at the second run. Upgrading gold mine starts some kind of chain reaction, because it's exponential (multiplied each turn). Maths are needed here to balance things.

Maybe instead of a +1 upgrade for gold mines, just a chance to get a +1 on a gold mine to start smaller for example?

I feel there is a base for something cool. Maybe add more choices to the map exploration? For now it's just choosing between gold, attack or health. And the position in space has no use for now, it almost just like a tree you explore.

Finally I really don't understand why moving around the camera is on the inconvenient middle mouse button while the right click is freely available.

I liked it but I feel I missed the true experience. Charging power and airlock just kept me so busy I had no idea what was happening besides, I didn't have time to look. After winning I still have no idea what are the Shielding, Engine, Authorization and Override module for. Worse, it looked like the Override is bad and just opens the airlock?!

The Power module seemed to lose charge faster once upgraded, and to open airlock once it have no charge, so I ended up buying all the upgrades first without understanding what the description were talking about, then, after reaching stability, I tried to understand the rest of the game, played some minigame and won just spamming Navigation module. The computer questions were funny. ^^

I guess the player was expected to look at the other modules before buying more upgrades, but upgrades are just easier and faster to do first with the promise of stability :/

(2 edits)

I don't understand. When I lose it always says "Enemies Potted: 0" while I pushed some of them in the holes. I understood that I must avoid to destroy the houses but it looks like it's actually just a joke of the lore, and anyway it's too hard not to crush them accidentally. I have no idea what is the gray icon under your coins, a compass?

But the idea is funny. :)

Also the speed difference of your ball for different bar level feels a bit too sharp, unless maybe it's just the max speed that is so fast it feels sharp, but that's just a feeling. But I think there is some room to make the 'speed' more juicy. Or maybe I was just playing too small to avoid the houses so it felt too fast...

Entertaining! :)

But the bounce animation of the bouncy balls weapon while they are still slow is not very satisfying, they doesn't feel like bouncing, more like waving, but that's detail

I chose upgrade thinking the numbers could add up... but if you don't have any space left on them it is actually a softlock :/

(1 edit)

I already found the ghost waiting technique, but during that time you still have constraints on where to move, which often lead you to more constraints, and finally a dead end. It did save me sometimes, but as you also gather more enemies around during that time. For what I experienced, it didn't save me that often and sometimes you even lose more hearts at the end

It's nice and cute but... The challenge is not very satisfying. Buying items is necessary as the enemies become quickly stronger, so you have to explore, to collect coins, but sometimes you just can't avoid being trapped. The enemies are smart and wait for you while they are close and on the same square color. That way they become a constraint on up to two directions on four total. Some more constraints, which easily happens, and you have to lose a heart. So with bad luck you lose heart over time, while spending time exploring is necessary. At the end I feel like I have to try repeatedly until some good luck let me go further than usual...

...but controling the two rats needs a constant focus which costs energy and becomes more tiring than challenging over a long time :/

Bonjour,  j'ai une question par rapport à cette règle :

3. RESSOURCES/ASSETS

Elles doivent être créées durant la jam, vous ne pouvez pas vous servir de ressources déjà existantes. 

  • Qu'en est-il des résultats de générateurs ? Que ce soit l'IA générative mais aussi ces générateurs simples qui tirent au sort pour dessiner les contours des pièces d'un donjon par exemple ?
  • Qu'en est-il des ressources intégrées à un logiciel de dessin ? Par exemple un motif d'herbe ou juste un tampon en forme d'étoile ?