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Braunstantine

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A member registered Jun 22, 2025 · View creator page →

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I too wasted most my time just trying to make the systems work haha.

I'll update my game after August 2nd, but I've added daggers as a two tile activate, and now both horizontal and vertical lines can activate for all weapons. Also added a card that can destroy an enemy tile.

I've tested some new mechanics post upload and have added a card that can destroy an enemy tile. After Shovel finishes the winners video I'll upload what I've dabbled with.

The tile lock idea is interesting. I've been considering having the tiles be persistent anyways and i could see the lockdown even working with that in order to delay a grouping that would normally activate in order to combo more things.

Thanks for the feedback!

Seems we both attempted to do card UIs that we've never done before and payed the price in terms of how much our vision was realized. Solidarity.

I do like the idea you're going for tho! Seems like it could be a really cool auto-battler! I knocked an enemy outside the map on the final level and couldn't beat it RIP.

I know you're aware of the issues but I'm just stating them so I can present my ideas on how to help with them:

One of the biggest problems currently is the lack of agency the player has on the actual gameplay. That is, I felt like I was just watching things happen. The one obvious one is to have more cards and ways to build out the deck. Another possible idea is to have an "active ability" that either initiates a special attack, gives a buff for a duration, or enhances played cards. My other idea is to replace the automatic card selection with making manual selections that go into a queue. Once in the queue, they will activate in the order that they were put into it. They cannot be reordered or removed once in the queue, so it takes planning to execute the cards you want in the order you want. I can't remember if potions activated immediately or during combat, but would be better to have them activate immediately I think.

Another issue is the UI tends to get in the way (especially for things below the character). The idea I have for this is to make the card area be "sectioned off." Either the bottom or side of the screen (both?). Meanwhile, have the game area its own contained viewing area to where the card UI does not overlap it and then center the character in that area.

Various smaller ideas: attack speed attribute (affects how quickly cards are used during combat). draw speed attribute (how quickly the bar fills to draw card). Draw card on enemy kill (independent of the draw speed bar) .

That's all I can think of at the moment. Looking forward to if you continue working on this idea!

Amazing. Don't know if you've played the game Lemmings but your game reminds me of it in some ways. Last few levels had a nice difficulty level.

Something that bugged me was when trying to redo a level that required a very specific placement of food I had to redo it a couple of times if I didn't get it lined up just right. One way I could see this being fixed is an indication of where a food item was when it was eaten on the previous run. (Like just a little half transparent burger/bean/etc. at the exact grid spot). That way I could redo what I did last time quickly while being able to adjust slightly as needed.

I found that some levels could be completed using less guys/food than it gave me, so something that could encourage replaying levels would be to have statistics, for example, how many guys ended up being used or how many food items were left over. Maybe assign point values to each to aim for a high-score.

Very well done I had a lot of fun!

Nicely done! Was fairly easy in terms of puzzles but that's understandable considering the jam timeline. Might be worth looking into preloading particle resources when the game first loads to reduce lag at runtime.

I guess it depends on the type of game loop you're aiming for, but I think being able to move the camera before launching the ball could allow you to plan ahead. But if you were going for a more exploratory/reactive experience then I'd say it's fine as is.

I didn't realize you could interact with objects while the ball was moving at first but maybe I didn't read the instructions well enough. 

I don't know about having more than one way to solve some of the puzzles (especially when one path is alot easier), it kinda makes it feel pointless for the other path to exist. But again if the exploration type of game loop is what you're going for then might not be so bad, maybe even lean into it more so it's not immediately obvious that one route is the better route.

I had fun though, great job!

Glad you enjoyed it, thanks for playing!

You are completely correct. I had such high hopes and dreams of what cards I could make and then I realized on last day that that wasn't happening. Simple replacer cards were the easiest to implement and still get the basic idea of what my game was supposed to be.

Thanks for playing!

I actually had no idea this was playable on mobile, that's good to know!

There's definitely an optimal way to use your cards and I'm glad you enjoyed trying to find it. I just wish that I had the time to make it less RNG based. There needs to be some RNG in a deckbuilder sure, but not at the expense of tactics.

The highest victory streak I've been told about so far is 20 victories, and my other friend is dead set on trying to beat that record. 

Thanks for the feedback, glad you enjoyed it!

Thanks! With all the positive feedback I'm getting I'm seriously looking into expanding this idea, hopefully I can find a way to add depth to combat without hurting the fun.

I'm quite proud of Big Chunky Rat and it fills my heart with joy everytime I look at it.

This game is quite good! Watching people do no hit runs in bullet hells always blows my mind. Crazy stuff.

I am not even remotely good enough at bullet hells to get close to beating the monster. I really want to keep trying but the fact that I spend more time in the spawning a new character animation than I do actually playing the game is killing my motivation. This is the kind of game where quickly getting back into the action is key.

That's not to say that the story presented and the dialogue of the in-betweens is bad, because I quite like those. I might try again at some point but not at this moment. Overall fun concept! 

Thanks! I feel I've only scratched the surface of what I can achieve with the mechanic and will be looking much more into it. I definitely wanted to add cards moving from draw to hand, and thought of ways to do it, but I was really running low on time and the spaghetti code would not have let me try and add that so late in development haha.

This is awesome. Truly. Such a cool twist on the theme and a fun adventure throughout. The text on the statue for the hidden code made me think that it would take me somewhere else with no way to go back and that the key was some different secret, so I pointlessly didn't use the hidden code and wasted time. Kinda my own fault for wanting to explore too much haha...

Well done with the given time!

Things I'd love to see if you continue this, or even just want to flesh it out a little more: Make more things interactable. It'd be a great way to make the character's personality come through even more, as well as a way to drop hidden lore, or foreshadow the twist vaguely, or even just to crack more jokes. 

Side note: WTF IS A 5 STAR DIFFICULTY IF SLAYING A GOD IS ONLY 4 STAR!?!?

Thanks! I've been planning out how I'm going to approach an official release actually! Currently playing with ideas on how to make the tile grid, cards, and enemies be more cohesive and have depth beyond just randomly throwing tiles down and hoping for the best.

It was fun! My favorite part is how the gunflashes light up the enemies, it just looks so cool with the 2d sprites in the 3d environment. I think crossbow is one of the best weapons, and I only got it once for my last run. Probably was my last run cuz I had the crossbow lol.

I felt the knights were very hard hitting. and their attacks weren't the best telegraphed so it made it seem a bit overly hard for just the second fight. However, since they are technically the last enemies too I guess it shouldn't be too easy. My guess is that this is due to the time constraints, so I completely understand.

Very good for the time we were given!

It doesn't even have to be a countdown. Just a momentary half second pause if you wanna keep that "just start" feeling.

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Very fun! I love the art and the music doesn't get old whatsoever. Some of the phase 2 combos were practically impossible for me haha. Despite that I was still able to persevere and achieve victory!

My biggest suggestion would be to add a short countdown after pressing start. Since I was clicking start with my mouse and then having to move my hand to the arrow keys, I lost precious moments since the game starts expecting input immediately. Beyond that, the arrow indicators tended to blur together (especially when in a rush) and was hard to tell which key I actually needed to press.

Side note: I kept playing until level 7 to see if I'd become impervious to the vampires damage since my defense matched their attack... I did not. Great concept, well done!

I like it! Very aggressive deer. It seemed a little too aggressive at the beginning. Maybe you could make it start slower and get more aggressive the more car parts you collect.

The only other thing I can suggest is let all the car parts exist at the same time. Having to collect one to spawn the next feels a tad confusing and even a little unfair. "I already looked over there it won't be there." was a thought I had.

You nailed the creepy vibes tho, well done!

Hmm weird, I did try a different one with that email and didn't work, I'll have to try again later. And don't worry, it didn't seem fair to rate it at all since other people weren't having issues with it.

There is a max hand size, it caps off at 7 cards. It doesn't make sense to hoard that many tho with how it currently plays. Everyone in my game gets dealt a bad hand, cuz i only have the 3 card variations 😓 

As for the using cards during play bug, I completely missed that. The exact same bug happened on victory and defeat screens too, but I caught those ones at least.

Thanks for the feedback!

A cool concept, held back by the unfortunate tileset disappearance. Trying a different genre than you're used to always adds some extra learning curve time, so the short jam time always feels that much shorter. It almost always ends up feeling worth it though as you can apply your newly learned techniques to your future game ideas. Well done with the time given!

One major quality of life improvement I'd like to see if you choose to continue this project, is the ability to open and close the build menu with a key press or with the right mouse button. I found myself not being able to collect resources just because the menu was open (I'm sure the lack of a tileset made it even worse since I couldn't tell that I had a tower selected, so partially would be fixed along side that).

On another note, the walls didn't seem very intuitive to me, maybe if they were place on the actual pathway instead since it already stops the enemy movement? Or (just throwing out a random idea) maybe it could require that 3 walls be built, one on the path itself and then one on each side to form a full wall. The catch is that once it's broken all 3 are destroyed and so you need to build a new set of 3 to get your wall back. 

I love the aesthetic of this one, it's the type of environment that would be so enjoyable to explore and discover. The controls were a little hard to get used to, but felt good enough once I got used to it. Great job!

Unfortunate that you couldn't invest more time into it. Glad you at least got some practice in and had the mental fortitude to "just get started" this time. Lots of people are unable to do that kind of thing. Hoping you have better luck next time!

Yea I get the not enough time, my game was supposed to be a deckbuilding roguelite, but has no way to get cards for the deck you start with and only has a single enemy... I spent so much time just trying to get the mechanics to work! 😂

P.S. Wallpaper 2 is best wallpaper. And no, it is not up for debate.

Firstly, I did not need to be called out by your game... 

Secondly, this game was awesome! I loved exploring the OS, I wish there were some hidden stuff to find. I did have to restart because I shut off the computer before even playing my first game... I'm just built different...

Finally, well done! Great game!

For some reason it doesn't work for me? I can type an email and get told to try a different one, I try the one it gave as an example and it tells me as much. After that tho I can't get any other dialogue to appear. I can't type in the password box either. So either this is the hardest puzzle game I've ever played or it's just broken for me :/

Only took me 4 tries to master flight... I'm what they call a prodigy... ANYWAYS, what an amazing first game! I enjoyed going back and trying to collect all the coins. I also love how it represents the theme. My only real complaint is that the hatching and crawling to the edge takes a little too long on subsequent retries. The first time is fine but maybe speed it up a little after a few fails? 

Slowly making you crawl faster with each hatch could also fit with the symbology of the rest of the game, where in life when you start a new project/hobby, you have the experiences of the past to inform the present and getting started comes a little easier than the very first time you tried to pick up something new.

I enjoyed it! I don't know if this is just me or not, but the game would not go fullscreen and it was near impossible to read anything. I increased the zoom of the webpage, which helped readability, but somehow it cut off the sides of the screen. So I was unable to see the shredder and approval sections, which made it hard to figure out what to do at first. Should add the ability to drink the coffee :)

Never have I wanted to improve my typing speed more than playing this game has made me want to... Great game! Night 5 was quite difficult simply because I couldn't type accurately fast enough (I did beat it thought!). Overall very well put together!

I hadn't even considered a persistent grid so I was wanting arrows to be a more guaranteed damage source. Thanks for the idea!

My original plan was to lean heavily into your choices always ending up having no actual effect on how the game plays out. (Had the idea to pick an item but all the items were either the same or missing leaving only 1 actual choice.)

Thanks for playing ^-^

Just clearing up that it's not my game, just a passerby trying to help.

It's based on where you ground pound the platform. If you hit the left side it'll flip to the right. Hit the right, and it flips left.

I love the animation of the character, it's very goofy in a good way. As others have said the flip was inconsistent, but other than that I really enjoyed the concept. The art style was also very fitting! Well done!

This game is awesome, but I might be dumb cuz I couldn't figure out how to progress after reaching the first purple checkpoint (the thin tall room with nothing but moving platforms and acid on both floor and ceiling). I got the battery block to the platform but couldn't get out of that room. Everytime I'd flip gravity to where I could reach the door, the door would close. My favorite part of the game is the animations (on death and transition between levels). Overall great game!

This game was fun! Its difficulty definitely reminds me of games from that era. My only real complaint is that the hitbox on the cat is a little aggressive when on the lower platforms that are in line with the death floor. I feel like I'd collide with the kill zone before I truly overlapped it with Moggy. Great game!

Thanks! When I designed the first bomb I had decided on no timer in order to create tension. Fast forward to 1 day left to make an entire level and finalize the other levels and it was no longer even a concept to consider lol. Glad you liked it otherwise!

Nice interpretation of the theme! (not too dissimilar to mine). At times it felt like I was fighting the controls but wasn't impossible to figure out. Possible improvement: let the air dash be used from the ground. The regular jump is so small that the only purpose it serves is to allow the dash ability to be used. It just feels like adding an unneeded layer making the dashing less intuitive and less responsive. Overall a great first game with a cool concept!