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Busted Biscuit

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A member registered Aug 30, 2025 · View creator page →

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The various audio for each of the different objects is such a nice touch!

It wasn't clear to me immediately that I just need to swipe the mouse left/right to spin the pillar. I was trying to go in circles and that wasn't working well. Once I figured that out everything felt good and responsive. 

I think the spinning and painting mechanics work really well. It kind of feels like playing a some what cursed Splatoon. 

Well done!

Love the art direction and the freedom of rebinding the controls. 

Overall the controls felt responsive and the platforming was a nice level of difficulty. I really enjoyed the puzzling elements throughout as well. Not just a linear go from A to B, but there's some thought into the order and using the tools provided to complete each level. 

A nice concept and it's well executed for this jam. I think it fits well and is fun!

Funny and cute!

I think you applied the theme really well and the game play is entertaining and fun. 

Great job!

Funny idea presented really well with the visuals and animations!

I found it quite difficult to hold the washer button while maintaining the power, so as others have mentioned, could revisit the balance there. 

I never in a million years would have come to this with the theme of "Spin to Win", very unique idea. 

Nice visuals and sound. 

I had trouble picking up exactly what I was meant to do, but that was mainly made worse because it took me a while to realize I needed to double click the menu to actually interact with the articles. 

I like the concept, spinning news stories is funny in a way and what these get turned into with some spin is a neat premise. 

Absolutely amazing art style, I love it. 

The game is great and very satisfying once you pick it up. 

Well done!!

This fits the theme really well!

The ball speeds up quite fast, which makes for short satisfying rounds, but maybe is a bit too difficult early on. 

Visually, it's a little hard to tell when the ball is moving quickly and you need to quickly shift the tower position. I ended up side swiping the ball often. 

Nice job overall! This is one of those games that would go hard with a leaderboard.

That's exactly what I was going for. Vampire Survivors like with a bit more engagement! 

I ended up crunching on Friday and didn't get to add in all the SFX and fun bits I hoped, I agree it adds a ton to the fun.

Also limiting the upgrades was last minute and not tested thoroughly, so thank you for pointing that out. I'll look into the cause!!

and thank you :) I made the intro after my last jam and was looking forward to including it.

Thank you! Yes all the damage leaned on the physics engine, which lead to a few headaches along the way.

Yeah if I could change 1 thing I would certainly allow spinning to be click and hold based, maybe with a little meter to display your current spin speed. Or something along those lines. 

Thank you for your feedback!

Sword spin go BRRR. 

So satisfying collecting like 10 swords and just tearing through it. Then the speed boost makes you feel invincible. 

Fun story too, SUPER serious, which fits the theme perfectly. 

I chose vengeance in the end.

Really love the aesthetic of this one. 

The UI feels highly polished and the variety of upgrades allows for FAT combos which is satisfying. 

I like what you did here!

Challenging, but the energy system to slow down game play helps.

That said, I think the player needs a tiny bit more control of the ship spin to make the aiming easier.

Love a cooking game! 

I found myself clicking through the order a little too quickly and not catching all the details, it would be nice if there was a way to view the current order after that dialogue. 

Also, I'm not sure if I was doing something wrong, but the bake portion felt a little slow.

This is a cool take on a geo guessing sort of game! 

It'd be nice if there was a way to halt the spin with another click, as the spin feels a little drifty so it's difficult to land on the target. 

Thank you for playing! I had a feeling I was taking a risk with the mouse wiggling. Lacks precision and sort of gets tedious after some play. But I wanted to try it out! I appreciate your feedback.

Thanks for playing. I would need to figure some other way to make the spinning more precise if I were to expand this out. 

Originally I wanted to have the sword track the mouse position but that didn't feel good either. I'll revisit that mechanic in the future! 

Love the look of this one. 

I ran into the same issues other players mentioned, being shoved out of the map and having trouble reading the font. 

I think this would benefit a lot from a bit more hit feedback on enemies, like a hit shader and some sort of health indication.

 Shooting would be more satisfying if it wasn't instant and you could see the bullets. 

Fantastic aesthetic overall and great use of a limited color palette! 

Thank you! I was so happy with how the sounds came together. Glad they served the intended purpose! :)

Looping over the previous levels was pretty relaxing with the scenery. 

The jumping was a touch floaty and music and SFX would be a nice touch. 

Overall I enjoyed it! Good work.

Nice arena combat game, solid concept overall. 

Some easy updates would be better enemy navigation and sound effects for shooting and hit :) 

This is a nice concept for an incremental or idle game.

With some sort of passive mechanic to earn additional skill points, the player could stock up then go on hunts and hopefully compound their earnings. 

Nice work!

Wow, this is a really interesting implementation of a modular weapon system. 

It feels very dynamic but I was never really sure what difference the colored weapons made, outside of opening the doors. 

I loved that combining the multi nodes created different weapon configurations. Didn't realize until after the boss that I could pretty much make a super cannon with the right ordering!

The boss design was a solid combination of the other elements of the game, cumulating into the final fight. A  boss health bar element would be nice addition, I couldn't get close enough to see how far along I was. 

The music, art, and SFX all blend to create a really cool cosmic brain environment.

Great work!

Thank you for playing, I really appreciate your detailed feedback!

I'm keeping this one on the back burner for now. I plan to come up with a few additional game play modes and an art style that gives it more spark.

Admittedly, I spent far more time making the game FEEL good than making it LOOK good. Probably my biggest regret with this one. But art in general is one of my biggest weaknesses, ha.

We do have similar entries! 
I like the way you laid out the pegs, nice and symmetrical. I had trouble orienting mine to be somewhat symmetrical while avoiding the possibility of objects getting stuck. 

How did you approach the falling objects? They don't quite feel like rigid bodies, or maybe they're just very bouncy. 

He who controls the Spice controls the universe!

This is a great entry, I like the movement and attacking mechanic. Once you pick it up, it's pretty intuitive. 

I was surprised how chaotic the smaller maps got, very cool. 

I often found myself positioning and readying a fan of 3-4 attacks, which felt quite satisfying. 

I could see this one being built upon quite a bit with various ships/upgrades and weapons. 

Great work!

Nice game! Gameplay is concise and to the point, and you incorporated the wild cards in a fun way. 

Once I realized the bread pickups sped up the boat, it helped add to the game play, planning a route to keep the boost up throughout. 

Good entry all around, and I think you executed the out at sea aesthetic well :) 

Now you've got me thinking I should have put a downward favored impulse on that one for incorrect matching! 

Thanks so much for playing.

Good submission! 

The lighting and music create a really nice stealth setting for the game. 

The movement feels fine, I didn't end up using sprint anywhere as the rat moved pretty quick at it's base speed. 

I think the rat trap trigger area should be a touch smaller, just to give a bit more wiggle room/more real if the rat actually has to touch the cheese on the trap to trigger. 

I like how after dying you get a no fuss instant respawn to the last checkpoint, does a lot for the flow. 

No way I'm skilled enough with stealth to get the secret ending, good work overall!

Thank you for playing! 

I tried to strike a balance where aiming would be manageable but still challenging, I'm glad you enjoyed!

I'm planning to learn how to implement a leaderboard for future jams, I think it would fit so well with this too! 

Thanks for playing!

Dang, and a boss monster at the end too!? 

Nicely done. I won't spoil the final room, but I really liked the choices for the mobs along the way as well as the boss.

If you were to expand this game further, I could see a nice tension between using the coins to purchase upgrades and using them as ammo.

A nice tower defense entry. The game play was easy to pick up and clearing the levels was satisfying. 

Predetermined placement areas still allow for some planning, and I appreciate the ability to speed up the waves. 

Would love to see the towers be upgradable in some way and some more enemy diversity if you continue development on this one!

I had a little trouble getting the troops to do what I wanted them to do, but I'm not sure if I was missing some sort of condition with the movement. 

Occasionally the placement marker would refuse to do what I wanted it to. 

The encounters were of a reasonable difficulty so I was still able to clear a few levels to test it out, cool concept, lots of room for cool units and strategizing if you wanted to grow this one!

Easy to pick up, a nice runner entry. 

I really like the art style and the background adds a lot to immersion.

I couldn't help but want to run into the shiny cactus spikes, wasn't sure at first if they actually needed to be dodged cause the sparkles made them look friendly. 

Lovely revolver UI, I did something similar, but I quite like the look of the bullets in yours. 

I can see the vision with this one. 

I like the concept, but navigating back to pick up another order after completing one feels a little rough. 

The way the course is set up it feels like there a lot of tight hidden corridors. 

This would benefit a lot from a mini map or additional GPS sort of system, although the arrow does help a lot, I still found my self blowing past objectives. 

The controls felt a little unintuitive, but were easy enough to pick up for play testing purposes. 

This took me a little while to pick up, but once I realized hovering over the cards gave little explanations on how it worked it wasn't too difficult. 

This has a cool aesthetic with good attention to effects and a funny setup from the get go. Really sets the tone for the game. Very nice!

This is such a cool concept!

The art is charming and the music creates a cozy atmosphere. 

The puzzle mechanics are easy to pick up while acquiring all the bounties requires strategy and careful execution. Great work!

Lol, exactly! Perhaps could add a subscription system for game time while I'm at it

I really appreciate your detailed feedback! 

I may have to revisit this project and see how I could expand the game play further. Definitely some balancing and more focus on the scaling up the platforming levels. 

Thanks so much for playing!

I like the way you implemented the tutorial, makes the game play goal and mechanics very clear from the outset. 

I ran into some major frame rate issues as the game progressed, but the core concept is fun and there's definitely some fun strategy you can test out to max the score. 

Well done!