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bread1074

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A member registered May 16, 2025 · View creator page →

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Thanks for playing Grindstroids!

I did have a full holox questline I hoped to implement, but deadlines don't care about plans! I do plan on flushing the game out with some more content after the jam and I'll post in the discord when that's available.

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Can Koyori ever really have enough mayo? (The quest advances when you talk to her again after having brought 20 mayo though 😄)

The ship controls were something I spent a lot of time trying to tune. It was hard to balance feeling like a space game with momentum and having good snappy arcade movement.

Thanks for playing our game!

Thanks for the feedback! We did have some more story planned related to the theme but when the deadline came looming we decided to prioritize making sure our core gameplay loop was ironed out 😅

The required amount of mayo is 20 and after that the next time you talk to Koyori you'll progress. That's definitely something we should've shown progress for in a quest journal or in the task list on the bottom right.

This felt like a solid complete package of a demo. It worked well for what was implemented and hinted at the larger vision. 

It fit the theme well with the TakaMori duo, and it pulled off the "Angst" side of the theme better than any of the other jam games I've played so far.

The gameplay was pretty limited but what was implemented was rock solid.

The ambience, I vibed with it. I think you pulled off your retro gameboy RPG goal well.

I think my biggest barrier to loving this was just my lack of familiarity with this genre of game. The description listed out a bunch of similar games that I might have played, and I hadn't played any of them!

The theme tie-in was good, and it was present in both the dialog as well as the gameplay itself.

It took me a minute to figure out what I was actually doing clicking around on the gird, but once I figured it out I had fun. Some more UX clues like highlighting selected rows and columns would've helped with that. I also wasn't sure if the different tokens were having active effects other than just clearing combos.

I was actually pretty excited after reading the description on the main menu. I was looking forward to the gameplay, expecting it to be somewhat puzzle-like. 

I didn't get the controls figured out. It wasn't clear when my turn was done. It wasn't clear why I could sometimes move CC and sometimes I couldn't. Often I couldn't move her in directions that had no obsticles but then just trying buttons until something worked would move her somewhere else! The otomos would also often move diagonally instead of moving to the adjacent grid I had clicked on. I was constantly trying to figure out if I just didn't understand the game or if I was encountering bugs.

I felt the game did fit the theme very well. It tied the theme both into the premise and directly into the gameplay. It was also certainly original and innovative!

I probably will come back some time to see if a new patch has been posted!

This is really fun! When I played it originally I didn't discover that you don't have to wait at the stalls while they "charge up." That lets you get a lot further. On one hand I like the "show don't tell" way the player learns the game. The theme match was excellent, chefs kiss, exquisite. 

The theme connection felt a little thin, but having "Love & Angst" characters did claw back some points in humor 😁

The puzzle aspect of the crane games was fun. Inputs were intuitive. The plush card screen was cool and the art for the plushies was great. Korone's :3 is super cute.

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That was a blast! I felt a little cheated when I won the first round and then it felt like the Grems got just as many points as I did if not more. 

It was pretty challanging to click on my otomos with them dashing around on their own so much. I'd really like to try this game on a touchscreen instead of using a mouse. I do personally really like round based progression.

The theme tie-in was good. Hard to go wrong with GGCC. And the game felt like a completed package! A lot of Jam games seem like they had a lot of potential if they'd been finished, but the Great Gremtomo War felt like it'd been well scoped and was finished on time.

I was super happy to see an airplane game in the Jam!

I didn't get very far into the progression, but for what I got through the theme tie in felt pretty tenuous. It looks like there is more story or dialog further through, but I didn't make it that far largely because of the way the controls work.

The mouse pitch was super sensitive when trying to make small adjustments, but in a turn fight with the AI I was moving my mouse what felt like kilometers across my desk. I tried using my controller but it appeared that gamepad support wasn't implemented. Being able to use the analog sticks probably would've solved a lot of my complaints about the controls.

My favorite thing about the game was definitely the "Ace Combat Chuuni" vibes which go well with the characters you picked. I definitely got the hero Gonathan ace pilot feel!

I want to pet the Squarel 10/10

This was a ton of fun! I'm definitely going to come back and finish more of it. 

The game does look pretty good and polished. I did encounter a few small bugs.

A couple small UX improvements that could've been made - the menu buttons getting darker/desaturated when they are hovered imlies that they aren't available options. Getting sent back all the way to the beginning when we became Prisoners was time consuming and reduced how much of the game we could get through and review on a time constraint.

Iofi woke up in the morning and didn't say Pagi!

- Connection to the theme felt tenuous at best.

 - Gameplay was fun when it "clicked" for me, but it took a minute to figure out the timings for things.

 - High kicking through the sky is fun! But overall is was very easy to run into bugs. I couldn't find the healthbar at first because it was already empty. The score still goes up after your health drops to zero. If one of the Haatons gets through (intended or clipping?) I can chase them down well off the arena.

 - I'm not aware of any Hajime/Haaton connection so it felt like I was missing the reference if there was one. Is Hajime a Haaton herself?

This was easy to dive right into and was fun right off the bat! I haven't played any Souls-Likes and wasn't very good at it, but felt like I was improving the whole time. It was a game that I had fun being bad at.