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circadianarrhythmia

107
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A member registered Aug 15, 2025 · View creator page →

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The controls felt clunky to me, but everything else was on point. Good job!

Interesting game, but for the longest time I thought it was O to order flowers, and not Q… I like the game, the art, and the music, but I think it needs a bit more polishing, especially with the controls. Keep at it!

Fun concept — I’ve never needed to wipe my scope in a shooter game before. Could use a slightly bigger scope, in my opinion — managing the scope is hard enough, but then not being able to know that enemies are coming is a nightmare. Still kept me engaged, and is one of the better games I’ve seen in this jam.

I think the main problem I have with the combat is that the range of the player’s attacks is much too small; if I need to get in close to the boss to deal damage to it, but the boss also deals contact damage, there’s no way to win. Compare this to Elden Ring, where the bosses don’t typically deal contact damage, and are comparatively slow and lumbering. I also don’t see a connection to the theme. It needs a bit of work, but I can see a good fighting game coming of this.

The controls feel a bit slippery, but all in all, I like the game! The idea of spawning new platforms when you get a certain amount of a resource is something I haven’t seen yet, and I think this game could really do well as a rage game. I don’t see the connection to the theme, but it’s definitely something to keep working on.

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I see a lot of potential in this game. It needs a bit more fleshing out, and maybe a better GUI — but it’s a lot of fun as it already is. I don’t see the connection to the theme, though.

I really like this game; it’s got a simple loop and feels satisfying to play. Sadly, it definitely needs a bit more polishing. I would love to see the post-jam version!

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I liked the idea, but it definitely needs much more polish, especially with the hitboxes. One of my other ideas for this jam involved walking around in a dark maze, so in a way, this is the game I didn’t get the chance to make. Sadly, it doesn’t seem to have much connection to the theme, either.

(Also, eugh, description written with AI. Don’t do that.)

Can’t rate it high for the lack of, well, anything to do.

Thank you for the kind words! The tutorial was one of the last things I did, so I agree it feels clunky — as to the tile rotation, that’s because I painted myself into a corner with the code. I might do a post-jam release with all the features people have been suggesting. Thanks for the feedback!

Fun game, but could use a bit more fleshing out. Like Macrow said — looks visually pleasing, looks polished, just needs a bit more work. Good job, keep at it!

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I really like the idea, but the hornet has way too high HP for how punishing it can be. I really liked the music, art, and gameplay loop — but the SFX were a bit too loud. Really good, though! Keep fleshing it out.

I don’t really think Casualty Time adds anything to this game, and I really didn’t understand Flower Mode either; it didn’t let me place any platforms anywhere. This game needs a lot more polish to be good, but it has the makings of a good game.

I really couldn’t see where I needed to blossom in many levels, and got stuck really early on. The music and art were good, if a little overwhelming.

Could use a bit more polish — definitely adjust the hitboxes of the hands, and the theme feels under-represented; there’s also no hitboxes on the walls, either.

I really like the idea behind this game, but it gets really frustrating when objects fly out of my hand for seemingly no reason. I could also use slightly larger hitboxes, and slightly longer order timers. Overall, though, this game is a blast to play, and I really want to see more of it.

This is a pretty solid game, but there’s a few flaws that really hurt it. The controls feel really janky before you get used to them, and once you do get used to them, the game is too easy; as mentioned by others, there’s no difficulty scaling. I also found the music quite grating. I like the idea, though — maybe this could be nice in a rhythm game format.

As said before, the movement and level design are too punishing. Making this a metroidvania-style game would be a lot better — try adding distinct chunks and a minimap. Also, there are more than two colors; this game actually features (by my count) 7 distinct hex codes. Needs a bit more polish.

Cool game, but needs more polish to be enjoyable. Distinguishing the two characters is a priority — and the music felt pretty jarring. I haven’t seen a fighter game in this jam yet, so props to you.

I really liked the idea! Needs a bit of polish — especially with the controls, feedback with taking damage (maybe a health bar?) and an explanation that you deal damage by dashing. Keep working on it!

I don’t know if this is a bug, but the game runs extremely slowly. The level indicator took a whole two minutes for the first level to become playable. There’s also a lot of antialiasing — which is discouraged for the B1T Jam. I didn’t really understand what any plant did at first, so a tutorial might be nice, and the enemies seemed to take no damage, with my plants also missing their shots the most of the time. I wish I could like this. It seems like a good idea for a game. But at the moment, it’s just a mess.

Very cool game. I just wish the controls were more fleshed out — if you keep working on it, make those better, add some more enemies, add some sound effects — and you’ll have something that’ll stand up on its own. Keep at it!

The idea is good, and I really liked the game — but the game is a bit too easy. Spamming the double-jump lets you make platforms from which you can double-jump again; maybe make the platforms not regenerate the double-jump? Could use a bit more variety and polish (and music) — but keep at it!

Interesting game, but definitely not enough feedback audiovisually for what exactly was happening; I would definitely have liked some combat noises, and maybe more health than just one life that sends you back to the door. Keep polishing it!

It’s an interesting game, and I’d love to see it fleshed out, but in its current state I can’t rate it high. There’s almost no explanation of what anything does – or, indeed, what you actually need to do, and everything is too visually indistinct to make it feel good. Additionally, I think the enemies move a bit too fast to keep up with. Please keep working on this, though.

Nicely done! The gameplay felt polished, the art was good, and the game itself was very fun. I don’t think the theme was well-represented, but I had a blast playing.

I did get an error after playing for a while:

SCRIPT ERROR: Invalid access to property or key 'global_position' on a base object of type 'Nil'. index.js:474:18
   at: _bot_takes_discard_with_6 (res://Game/game.gd:346)

Quite fun; really good art, really good atmosphere, and just as I wanted it to end, it ended. Perfect!

I absolutely love the game concept, and the art done for it, and the music, and once I got a hang of it, the game was also quite enjoyable. Sadly, the UX was atrocious. I found that the menus were hard to navigate, and understanding what was needed of me at first was difficult. I think this game has a lot of potential, and I want to see it bloom into a proper game.

Also, I couldn’t figure out why, but for me, all the text was compressed together (no matter what browser I used) — but I assume that’s a “works on my end” problem.

Really cool idea for a game — I can’t rate it very high, but it’s still amazing what you managed to do in 14 hours. Good job, and I hope you flesh it out!

Very well done. I really liked the game, and it’s a really novel take on the theme. I had a lot of fun playing it. One thing I would change is how difficult it is to evade bugs; sometimes, you’re just stuck between one bug and another that are out of phase, and you can’t really get from one to the other fast enough, or you’re speeding along and hit a bug… it’d be nicer if you had a few extra hit points (or make that an upgrade in its own right!) All in all, though, this is a solid game. Good job.

(I think there’s a hint of a third color on some of the progress bars… not a big deal, though.)

Very, very fun. Top marks there. Feels polished and thought-out, and the lack of music doesn’t hurt it at all. My only problem with it is that it wasn’t longer. Good job!

Super fun game. Could use a bit more polish — I definitely took a while to figure out the gameplay loop — but all in all it was really fun and I played it quite a few times. Could use some foreboding music, though.

A fun game, with well-done art. I think the music was a tad grating, but not overly so. I would somehow try to make the puzzles more complex; the sticking point of sokoban-likes is that they have tons of moving parts to maneuver around, while this game only has three. Short and sweet, would love to play again if you ever make more levels.

I loved the idea, but like others have said, it was really difficult to know what exactly was wrong with each plant. I feel like that’s the fault of the manual; it seemed to give inaccurate descriptions of what a wilted leaf, etc. looked like. I would also work on being able to skip the tutorial to allow for faster resets. The tools didn’t work for me, either. I still think this game has a lot of potential, and I liked the sound design.

The controls are much too unintuitive for me to justify my frustration as part of a rage game; in Getting Over It, for example, it’s relatively easy to control what the character is doing, even though it might not be what how the character is moving. In contrast this game’s controls feel unpolished in all the wrong ways; there’s not enough force being applied through the flower, for example. I like the idea, but this needs more rethinking to be good.

A fun game, with really good puzzles; I found the audio and art style kind of grating, though. I would love to see a second take on this.

A cozy little game, definitely something I could see myself playing for hours. The hummingbird seems a bit out of place; you get almost no mileage out of it, compared to the butterfly, it’s more situational and almost always worse. The music gets a bit repetitive after a while, and it could use a bit more visual polish. All that aside, this is a great idea for a game, which I would love to see expanded on.

One of the best games I’ve played all jam — I’m a sucker for metroidvania games. The blooming mechanic felt well-implemented, the game didn’t need to explain anything, the art was good, and the music was nice without getting repetitive. This deserves a spot in the top five.

I really wish there was an undo button, too; that was one of the things I really wanted to include. The codebase was too spaghettified to let me do that in the end, but in a post-jam release, I really want to work on it.

Mh. While I get the concept of putting a call to action in a video game… the same call to action also makes me not want to play the game. It could be nice to at least have some feedback (e.g. “an est. 20% of plants will not grow this year”), or be able to remove plants that haven’t grown. I also found the game loop rather uninteresting; I just ended up growing as many of the highest-value plant every time. The visual language of the game, too, was hard to read — everything blended together — and the music got repetitive quick. The concept is good, but needs a bit more fleshing out to be enjoyable.