Skip to main content

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

chilly_springs

42
Posts
1
Followers
A member registered Oct 01, 2025 · View creator page →

Creator of

Recent community posts

I really like the look of this game! And the movement of the pipe feels so smooth and good! How did you do it?

Other than that, the game is pretty addictive, but to me, it feels impossibly hard. The hopping bird requires way too much space for the opening to allow for the straight birds (or any other birds) to go through, resulting in me always moving the pipe away to cater for another bird, but then therefore dying to the hopping bird.

Maybe the distance between each bird has to be wider? Maybe the pipe opening should be bigger? I do enjoy this game but think it's too hard. I will give it more go's!

Yea, the game is pretty easy, which doesn't mean it's bad. I think the concept is very interesting though.

I like that there's a level of risk of shooting (which progresses the game) however, the meta is to just shoot right after he bounces off. I think once you figure that out, the game becomes very easy and formulaic.

Rage is cool but I think more could be added to its mechanic. It just goes faster now, but it doesn't really counter the strategy mentioned. Maybe it could go even faster or fire projectiles you have to avoid? I'm not sure.

Overall, I enjoy the aesthetics of the game. The vertical layout and easy to replay gameplay makes it also feel like a mobile game. 

Others have told me this game is hard, but I beat it first try. Maybe it's because I had to playtest my own version of Pacman countless of times.

However, I see why they say it's hard. Because the vertical fences don't occupy a full tile, it can trip the player up into thinking they can walk through it. I also think that the inputs are extremely delayed, which makes movement really hard for a game that requires precise and quick decisions.

It's also quite difficult to juggle 3 different enemies, which is the difficulty of normal Pacman. But I think it's much harder here due to the smaller rooms and the lack of the connection in the middle. 

Just like your previous game, I enjoyed the aesthetics and the cutscenes. I appreciate the efforts into making your own assets and animations. 

I understand that the game is still in development, so I hope my comment helps to provide some feedback on glitches.

Currently, I have no idea what the petting mechanic does. My blue bar fills up but what is the point of filling that up? It's also confusing for the green bar to be the "food health" bar because eating reduces it, while petting increases the blue bar. I think the green bar should move oppositely.

The frog also wanted me to kill him, and I did, but using the knife on him made him tell me to stop, so I had no idea what he wanted. After killing him, he also died of hunger, then he told me that he hasn't seen me in years. I was so confused, I think multiple endings happened at the same time.

I think the game can be fun, but there has to be some tweaks. I think the frog should talk automatically rather than through a button. This provides the player with visual confirmation that progress has been made; that there's a consequence to their actions.

Other than not enjoying Tetris, I do not particularly enjoy this game due to how impossible it is for me to multi-task and plan what words to build upon. I know that there's cheats, which I highly recommend everyone to play with, but without it, I think most people are just playing until they get lucky enough to form a random word.

Maybe that's just me and I'm bad at Tetris.

Sometimes, the Tetronimos can also contain words of their own, destroying parts of itself when it lands. Sometimes, whole chunks of blocks will be destroyed. This is with cheats enabled as well.

I think the concept is interesting, but Tetris might not be the correct vehicle for it. I think it needs to slow down and not have to do a balancing act.

You can rotate the blocks with Q and E, but I understand that due to the pixelation and the visual effects, it ain't very clear. 

I really enjoyed the visuals, theme, and the atmosphere of this game. However, this game wasn't made for me. I don't particularly enjoy Tetris hence,do not know what to buy. It's overwhelming for me.

However, the visuals and feel of the game was enough to get me playing, which is good. Others can do a better job critiquing the gameplay but this is definitely a good looking game.

Nah, I agree with you. I followed this game's development and it has been an issue since the start. I find a game that limits how long you can play it for not very enjoyable - puts a hard limit to how much I can play a game for.

When I know that there's a limit to where skill can get me to, I no longer want to replay the game. 

The meta strategy for this game is also unfortunately to keep going around in circles and only leave when you need to. It takes advantage of the bomb spawning code not spawning near you. Hitting your own body deducts more time than bombs do.

I also don't like how the snake turns, because you can u-turn into yourself due to how slippery the snake is. I do like how it moves because of that too, but I think there has to be some level of friction. 

Overall, the game is okay, but the visuals are great.

Thank you! This took me WAY too long...

Got it! Thank you for letting me, will definitely fix it soon.

Hi, I'm not sure why the camera moved so fast for you because it was fine for me. Were you stuck at the left and the player wasn't moving forward in the camera? 

If so, I'll definitely work on that! Currently, the player will eventually move from the left side of the camera, but it might take some time for him to speed up.

If you meant the right, yes, Endless Mode is meant to be harder, with acceleration increasing over time, making stopping before obstacles much harder.

That's right! It's weighing between not being able to see and not being late for work.

I'll look into that and get back to you! But thank you for the compliments!

(1 edit)

Yes, that is part of the gameplay. The camera moves at a set speed, while you accelerate, making you move across the screen instead of statically being in the middle. This creates risk in being too fast (then you'd die), and too slow (then you'd be late).

I will take note of the bird poop blending in the background! But thank you for your compliment on the animations.

Similarly with ChickChick, "ensure choosing (Point, No Filter) and compression (None) when importing pixel art over. Adjust the Pixels Per Unit to a size that your character should fit in (if the sprite is 64 pixels and you want it to take 1 Unity unit, set it to 64)."

The hitboxes of the enemies are too large, and when the drone moves over your head, it does not try to attack you, it just waits for you to jump. While it technically achieves the same thing of attacking you, one is more dynamic and more visually-understandable. 

I have also noticed some glitches and inconsistencies between players. I managed to get the llama to start spinning through spamming space, but couldn't get it to spin again the next time. My friend also went through other glitches.

I think visually, the game could hide the spit behind the llama because the spit spawns in the middle of nowhere. 

Otherwise, the game is okay, though there are also times where the gaps between enemies are too small that it unfairly punishes the player - the llama can't land before the enemy passes. I'm unsure how difficulty can be increased over time. Maybe spit should have a cooldown rather than be allowed to spam, allowing the spawn rate of drones to increase while still maintaining difficulty.

I like the game and the aesthetics, and it's quite funny that the foods are falling from the sky. I think the aesthetics could be further improved if the clouds slowly moved through the sky, as given by the assets credits, the clouds are a separate PNG.

The gameplay is also fun, to an extent. After awhile of playing, the game got too boring due to the speed of falling still maintaining its initial speed. Difficulty can be increased by the amount of correct sets you've collected. 

I also think that the foods falling should not change by the x-axis as it is not possible for the character to move backwards. While the character can still move forward, it is not known how far left and right the foods can fall from.

From what I understand, there is a white distance meter at the top, though it is not clear.  It is also a ridiculously long distance before you reach the end (I think). I never did reach the end.

I do agree with adding an incentive to make decisions of whether to not or to continue staying still. You are correct that you can hide behind an obstacle forever without being punished, though you technically will be punished - punished with wasting time. However, a timer would be great in making such decisions. Score could be calculated by time and distance.

I think difficulty can be increased with distance as well, as the game is too static. The UFO always so slowly turns red, and the game is too long that it gets boring without new elements. The UFO attack delay can be reduced, there could be more enemies, etc.

I really like this game however, the randomness of it makes it unfair to play. Sometimes, the next platform is impossible to reach. Sometimes, you just get stuck between two platforms, resulting in you being forced to drop.

Aside from that, there are times where the slime gets "glued" to the platform. There also times where the sprites overlap each other, resulting in a visual glitch. The main menu is also a UI mess.

I don't think it's necessary for the different platforms to give different points because the player will always choose the most possible path, rather than the path that gives the most points. It's too intense and quick of a game to make such decisions.

However, I do enjoy this game and look forward for it to be more refined!

(1 edit)

I agree with Xavia2nd on all accounts however, I think there are too many plots for the character to move through before it makes one full round. I also think that the player should not need to make that decision when it comes to upgrading the towers. It is such an interesting concept though, and as someone who loves Tower Defense games, it is refreshing and original. 

However, I think that the pace of the game should be quickened; enemies should drop more money and the delays between waves should be reduced. Waves should be allowed to overlap to make for a more difficult experience over time.

The aesthetics are also great, and I'm amazed at the shadows of the enemies. This is an amazing game overall.

Question though: how did you make the shadows of the enemies?

I find the game quite fun except when it is physically impossible for me to deliver food on time to a customer. I think the game could be so greatly improved by reducing the difficulty through increasing the time before the customers get annoyed and leave.

It is unfortunate that the main menu does not work because I do want to play it again. I agree with AMagicRock to have an indicator that the material has changed, because I did not even realise that I had to collect a different type of trash after awhile. I think the colour of the text's background should also fit the colour of the material, for example paper should be green,  metal yellow, etc.

I also find that the slider and the rate of spawns is too slow. You could get stuck with a certain materials for quite some time that you can't recycle, resulting in you being punished for no reason other than bad luck. 

The game is fun, and I think if polished, can get quite addicting (it is addictive already despite the issues!).

The game is very inconsistent. There are times when you stand still, you will not be caught, despite not being behind cover. There are also times where when you sneak out in the open, in front of the guard, you will not be caught, which suggests that there is a small line of sight that is not visually-understood. 

However, I do like the visuals of the game, and the animations are appreciated. I liked it overall, though I find the gameplay a little too slow for my liking. Perhaps with music and sound, it'd keep my attention better but for now, it is too uninteresting to keep me playing.

I really like the concept of the game, so much so that I'm amazed at the idea. Switching between the stars is quite satisfying due to the screen shake and I think more can be done to enhance this satisfaction. Music and sound effects definitely.

However, because the switch results in a drastic increase in rotational speed, it results to the player not feeling in control. However, that could just be a skill issue because I feel like I could master the game, which is a good thing. I might need to play more of this game to have a more intricate comment.

(1 edit)

Unless you know the secret to win, the game is unfairly difficult. The patrol is too fast to avoid and it's extremely difficult to know where the patrol is looking. Maybe if there was a cone of vision, and/or if it changed colour or sprite, it would be a little easier. 

The tombstones also didn't standout very well because they fit too well into the background. While I could tell what I needed to get, from a glance, it's difficult to notice, and I think it could be more visually-appealing if it was.

I also think more levels could be made! Like adding more tombstones, a faster patrol speed (if the current one is slowed), obstacles that move from left to right that interrupt you, etc.

(2 edits)

I think the game is quite difficult due to the swam of crows. As there is a delay for each swing, it's difficult to swat all of them away without a little bit of spamming, which results in the crows sending in their Navy SEALs from the sky, which can't be swatted away (in time).

It is also difficult to tell where the crows can be swatted away within, and sometimes, the rats can overlap their "swat" hence, the crows stay but the rats remain.

Similarly with ChickChick, "ensure choosing (Point, No Filter) and compression (None) when importing pixel art over. Adjust the Pixels Per Unit to a size that your character should fit in (if the sprite is 64 pixels and you want it to take 1 Unity unit, set it to 64)."

Overall, I played this multiple times because the game was fun and challenging, but it's an unfair kind of challenging.

The game is really loud but I like the theme, even though it doesn't really make sense.  The Windows XP aesthetic is nostalgic and fits with the pixel art but... thematically it doesn't make sense.

Besides that, the soccer minigame was the best out of the 3, though I was unsure if the brown squares were obstacles as well.

The firefighter minigame is a little annoying due to the arrow always restarting at the bottom, but I do like that the water charges up over time, resulting in different arcs and attacks.

The scientist minigame is the worst due to the small hitbox of the droplets/fast movements of the vials. The timer also runs while the droplet is dripping, which takes an inconvenient amount of time. I think the timer still running while it's dripping is fine, but it drips too slowly.

Overall, I like the aesthetics and the ideas of the firefighter minigame, the soccer minigame is decent, and the scientist minigame is eh.

Similar to 2-Player Tank Games where you pause to attack however, instead of shooting a projectile, you are the projectile. It is an interesting mechanic, especially since the part where you attack is not your entire body.

However, this can sometimes result in an issue where when the player spins after shooting forwards, it can attack the enemy, and so can the enemy! So it can result in uninteresting games.

I also would prefer that if I release, I would still move forwards, but to a smaller extent. This allows for more dynamic because there's now a chance to dodge instead of being a static victim to the enemy.

But I do like the visuals and the concept.

Similar issue to the other Flappy Bird clone is that I can go through the screen but this time, there's some form of punishment;

I prefer this game due to a stamina bar but I find it underutilised. Past the first two pillars, it becomes a non-issue because the stamina bar HAS to be refilled to a certain point for the game to continue, and the game recognises that which is why it'll never come to a point where I'll question - should I continue to fly or will I run out of stamina for my next pillar?

Hence, the issue becomes that the game is scaled too big; the game needs to be smaller to allow more leniency for the player to make such decisions. Increase the distance between the pillars and reduce the size of the player.

Other than that, a very interesting mechanic that if fully utilised, will make for a great game. I like this and hope it continues to develop!

I really liked the game and the BGM used. Though the aesthetics are rudimentary, I think it fits the theme. The bobbing boat also gives it a feeling of fluidity and attention to detail.

I agree that the clock is too rare, and it's unfortunate because I would like to play the game more. I think another issue is that the objects can overlap each other, which doesn't look visually-appealing and also affects gameplay.

Inspired by what FortuneCosmic said, maybe bigger/rarer fish take longer to reel up, and there's a level of risk involved because your line can be interrupted by other incoming fish.

I think this game could be made better quite simply through visual indicators, like animations and sprite changes. By making there be a visual indicator of how far the skeleton can attack within, and have a swinging animation to show it killing the knights, it can be made better already.

However, I suggest that instead of reducing points to prevent spamming, there should instead be a cooldown meter. This allows you to remove ugly visual indicators like showing how far it can attack, and creates for more interesting gameplay.  Different enemies can be created too, like a bulkier enemy that can move back and forth. A parrying system could also work if this enemy attacked by shooting projectiles.

Other than that, and what FortuneCosmic mentioned, it can definitely be improved, but it isn't a game to give up on.

(1 edit)

My rhythm sucks so I can't tell if the timing of the game is actually timed with the music, but I don't think it is.

That aside, I find it really funny that Icarus jumps around to attack all the mobs because it's not something I'd typically see in a rhythm game (though I don't play them at all). It adds some dynamism to the gameplay.

As I don't play rhythm games, take my comments with a pinch of salt. I managed to beat the first level just by spamming space, and it seemed like no matter where the mob was within my bubble, I would also get a "Good" rating. 

I think "Perfect" should be given if the mobs are at the edge of my bubble, and that the bubble should be smaller to make the gameplay better fit with rhythm.  I should also not be allowed to continuously spam space and not be punished for it. 

That aside, I really like the drawings, especially the title screen. It is very cute and nice!

As someone who also used pixel art, ensure choosing (Point, No Filter) and compression (None) when importing them over. Adjust the Pixels Per Unit to a size that your character should fit in (if the sprite is 64 pixels and you want it to take 1 Unity unit, set it to 64).

Other than the sprites, I think the game is way too hard. The basket moves way too slow to match the speed of the falling birds and cats, though it is funny for me to catch falling birds.

This is just Flappy Bird.

Aside from that, there is no ceiling barrier, so I could fly beyond the screen, which didn't give me points but can be an issue. 

The game also instantly restarts when you lose. I think inserting a menu showing your high score before restarting would be better because right now, I can't find my high score anywhere.

Other than that, I can't comment about the gameplay because it's Flappy Bird.

(1 edit)

The game is okay. I think music could help enhance it. Other than that, UI could be moved to a menu instead of hogging the screen; I also don't need to know my speed.

Speaking of speed, if the speed was faster, with less obstacles in-between, I think that would make for a more exhilarating challenge.

I think the game also lacks some dynamism. At its core, this game can be translated into a game where you switch gravity. However, the game with switching gravity looks more appealing and interesting because your character additionally moves on the y-axis. 

I'm not saying that this game should be about switching gravity, but instead of red obstacles being on the floor or a wood wall, maybe they could instead be projectiles from the sky? I'm not sure. The game just needs more movement/action.

(1 edit)

Aw man, what happened to Truck-kun?

Such a simple and fun game of weighing risks and rewards. To speed up, you risk crashing but if you don't speed up, you might be late.

I enjoyed it, though perhaps the difficulty could increase with further bus stops, and the speed would not slow down with time.

Edit:

I think difficulty can only increase over time if speed does not slow down with time because it means you're forced to play slower by not being able to speed up as much due to the increased amount of obstacles. However, I also recognise that time and crashing are the only ways to slow down, so I'm unsure how if speed SHOULDN'T slow down...

Aside from full-screen being aligned to the top of the screen for some reason, the visuals are incredible.

I also initially liked the gameplay, but after I died due to stress, I realised that stressed increases with movement and by hitting obstacles, and stress reduces by waiting...

And the wait is really slow.

I think instead of stress killing you, it could instead just affect how fast the ball spins, and lives are a separate mechanic, like a simple '3 lives' system.

I will say that it is challenging though, though I stopped at level 3 due to needing precision to get through the narrow corridor, and built-up stress meant having to wait long for it to go back down to get my precision back.

Overall, great game with incredible visuals. Just some tweaks with the stress system and this would be amazing!

(1 edit)

Reading the description made me so excited for the gameplay because it sounded so fun, and like an idea I initially had. However, the game might be unplayable (or I'm just bad at it).

I can't catch onto the next ledge, and I don't know if there's supposed to be a button input for it. I tried holding space and timing space, but I always fell down. If those bugs were fixed, and included an in-built restart button, this game would be one of my favourites among the submissions so far. 

Edit:

I replayed thinking I missed something, and I managed to get it to work. After you jump, you have to hold or press space, I'm not sure. 

When you go beyond the ledge, you can no longer cling onto it, which is why I previously had difficulties. You can only cling onto the next ledge if you're below it, then you'll be attracted to it like a magnet.

But because of this, or because you can infinitely attempt to cling onto the ledge, you can spam space to zoom upwards at the speed of light.

I also realised that no matter how long you hold space for, you'll always jump a set distance. I think it'd be better if I could control the power of my jump. 

If I could control the power of my jump, and only had 1 attempt at clinging onto the ledge (which is when I'm within its hitbox), this game, again, would be my favourite. It's a simple concept that can be expanded upon through obstacles and stakes to become such an addictive, akin to Doodle Jump (at least from how I envision it).

I really love the concept of this game, and wished it could be explored further. Currently, it's really difficult to tell what the next cards are due to how small the screen is, so it makes it difficult to make decisions of whether to go up or stay down. 

I also think it's extremely hard to calculate what to collect while playing, though that's not a big issue; it just kind of defeats the purpose of the game. 

Anyway, it's still a runner where you collect points and avoid obstacles, but with added Poker elements, which I think is so fun! Maybe if the game was not random, and instead scripted, with multiple levels you could choose to take, and with each level having a certain level of difficulty depending on the card it rewards you with, it would be so fun. It would be kind of a rogue-like!

So you know what cards you've already collected, and decide and weigh the risks and rewards.

I really liked the aesthetics of the game, it's really cute and well-drawn! The elevated platform where the hammer hits also provides a good visual indicator for where you should hit the packages.

That said, I think the hitboxes of the packages could be increased slightly.

I also found a game-breaking bug. If you spam space, your hammer will be completely broken, and will hit twice from then on. An exploit is if you hit the hammer to change colour, you can actually hit space again to hit the package.

For example, you hit a yellow package with a pink hammer, but in that moment when the hammer is still down, you can hit space again to hit the yellow package correctly.

There is also a delay with the hammer landing, though there is also input delay with my game, so this might just be a Unity thing. If it was intentional, the delay is too long for a game that requires precise inputs. 

All in all, I do like the game, but struggled with the delay and encountered some bugs. I do like the gameplay though, and think it can be quite challenging!

For anyone else playing this game, do not play it in full-screen (F11); instead, zoom out and play. Pressing 'Space' in full-screen shifts the screen downwards, and playing windowed makes the ship's off-screen.

Otherwise, I liked the game, though I'm unsure why the game can't be full-screened (Itch.io full-screen). It gets quite intense sometimes, and there are reasons to use the shield. The variety of sprites is great too, and is quite an obvious visual indicator of how the ships attacked. I only got a highscore of 12k, so there might even be more ships that what I saw. 

That said, I think it's really difficult to aim, and honestly, you don't have to kill the ships, especially the straight shooters. Letting them pass you has no consequences, which might be considered a flaw, but I liked the risk-reward - I can let the ships get closer, letting them more easily hit me, or I can do my best to destroy them. 

Overall, I enjoyed the game, though I do wish I could more easily aim.

The game is kind of addictive, I won't lie. However, I think the hitboxes for some of the obstacles could be smaller because the fly swatter's hitbox was bigger than it looked. 

But the music is so fitting, I love the music choice. Maybe if the obstacles could change direction to move vertically, or something, since the obstacles at the top are kinda unused right now (blood runs out too fast to escape upwards!)