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Busted Biscuit

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

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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!

This is great!

I really like the way the difficulty scales, more complex words, more enemies, enemies that take multiple words to defeat, all of it felt really smooth. 

On wave 10, I think the enemy quantity caused all the words to stack up and float detached from the enemies, so I couldn't really tell what went where, but the passive abilities were so OP at that point I was still able to clear without issue. I had the pushback and chain shot passives when this happened.

Awesome work overall!

Ah geeze, I sure hope this doesn't end up being the worst completion screen shot posted. Got me at the end. 

It was pretty funny being stuck on a pillar trying to buy more actions and a skelly is just laying into me. I think this one applies the theme well.

Thank you for playing all the way through! 

I'll need to polish my platformer design skills for the next one,  I had a lot of fun dabbling with this one :) 

Thanks so much!

This was actually my original vision, where the player would have to buy various components within each level, including the background and individual bricks within, but didn't have time to execute for this one. 

I do like this idea for an incremental game, and may explore further in the future. 

Thank you for playing!

Thanks so much! I'm still getting the hang of movement in platformers. Striking that perfect balance between floaty and heavy is harder than I thought.

I ended up implementing the bomb jump mechanic fairly last minute. I should have moved that level earlier on to make it clear or put it as a separate unlock perhaps. Thank you for playing!

Thank you for playing and for the kind words! I spent the first day just planning and am happy with how it came out for a weekend project. 

This is the first time I went in with satisfying sounds as a priority, I'm glad it came through. While play testing I had a few instances of having 1 too few jumps to finish a level and thought, perfect. Thanks so much for playing!

Thank you for playing! 

I'm not too experienced with platformer level design but had fun making the small levels I made for this one, definitely something I'll practice with and explore more for the next one :) 

Thank you for playing! I'll keep those movement components in mind for my next platformer. And naturally I realize an easy way I could of implemented the bulk buy a day after submitting, I appreciate your feedback!

Ahhh, I see what you mean. That's a nice touch!

Wow, I really dig it. The loop is addicting, and the design has so much personality. Very impressive, I could see this one being expanded on quite a bit. 

The leaderboard adds a lot, made me want to push for one more go to just see if I could rank up a bit. I think the point system strikes a nice balance of earning/losing points, at least for the bomb. 

The other weapons are outclassed by the bomb due to the AOE and the way the enemies swarm. If the bullets pierced though, could potentially open up some other game play options.

I think this is a nice start, I really like games in this genre, it reminds me of the age of war flash game from back in the day.  Good art style and the game play is simple and intuitive. 

Dang, I love mimics.

The game play and coin animation is very satisfying, especially blasting those greedy adventurers with a face full of coin. I like how you incorporated the theme in having to up keep your mimic babies while keeping your own health up.