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Clczysz6797

14
Posts
A member registered May 03, 2025 · View creator page →

Creator of

Recent community posts

It was cute with the ferret however the gameplay made you almost invincible. Adding either more enemies on screen at a time, lowering how often you shoot, or make enemies shoot more often would help the game out. The boss had its image corrupted and came in as an X on screen and seemed to be the only bug. The intro was cropped just slightly because of the iphone layout as well. Overall you did a great job. 

It is a nice galaga style game. There are a couple bugs such as the bullets getting stuck on the robots hitboxes. One thing I would change is when replaying the level after dying is to not have the tutorial pop up. My only other thing that I noticed unless it was intentional was that in the start it says "peruse" instead of "pursue". Overall good job

this was a very well and thought out game however macincloud struggled with it so I was unable to hear sounds and other problems such as delay and lag. Overall I am impressed by this game and believe it is the best I played in the jam

Did a very good job at making minesweeper one to one and works as intended. Only improvement I think could be made is making the first click always a safe space even though original minesweeper was not like that. Good job overall

A nice idea but most of the time you get hit by a car that is close but not close enough to hit you. The point system says in the instructions that it is time on the road but it was actually jumps on the road. Adding a live system would have been better with the speeds of the cars being unreactable or slowing the cars down a tiny bit.

The game does work as intended and I didn't find any bugs or things that shouldn't happen. The gameplay need just a little bit more to it. Having powerups or moving the blue squares around would add some challenge along with increasing player speed. You did a good job!

This is the most interesting concepts I have played for the game jam and wonder how you came up with it. It has a nice gameplay loop and is a nice amount of difficult to not be a cake walk. Since you shoot in the direction you are looking it makes it a double edged sword. Being able to shoot below you or above is nice but if you need to reposition slightly, you most likely will not be able to shoot where you want to. Overall the game was very fun and very very interesting, Great Job!!

I loved the artwork for the game and all the sprites, they really fit together with the theme of the game. My only issue I saw was that when you destroy an ore on the ground, it will almost immediately fall through the floor. Im guessing that the gems are aloud to touch the floor once before they can fall through but since the gem spawn on the floor it loses its short protection to be able to pick it up. Overall the game was enjoyable, especially visually, and you did a great job!

It was a very interesting concept and I loved the sprites. Adding enemy variety or different types of worms would have helped gameplay a little bit more but overall I enjoyed it!

This was an amazing tower defense project. I really loved that you implemented the ability to click and drag walls to place them instead of placing them one by one. The only change I would personally add is having a UI attached to each enemy or defense piece showing their health. If the assets are handmade, you did an amazing job on those as well. Overall this game was very fun to play and pleasing to look at. You did an amazing job!

The attacking felt off for me and often didn't seem to work. I also thought it was weird how only level two doesn't require you to kill any of the zombies. The rotation speed when standing in place was very uncontrollable but seemed fine when walking. I do see the vision for the game, however the way it was executed is holding it back. I feel that the biggest thing the game would be able to benefit from is not having tank controls. Overall the game does work and you did a good job.

I like that each level has a saved best time to beat. When the game is paused, it still runs behind the pause panel. Having the option to go straight to the next level when beating a level would be a nice add. For level three I like how it started like level one again but dropped off into level two, however since it was a big drop, I ended up skipping almost that whole section and flying to the end. Overall the game was a nice play on the Roll-A-Ball assignments.

It was a nice game that could have potential if more was added to it. Currently the only flaw I found was going all the way to the left or right but other then that, it seems to work as intended. The music and sound effects help add to the game and its theme. I found very little use for the jump but it still can be used in a pinch. Adding in different towers and colors is another thing the game would be able to benefit from. Overall the game was enjoyable with the options to do levels and an infinite mode. Great Job!

At first the movement speed seemed too fast but I slowly got used to it as I played. I loved the hearts jumping in the air after defeating an enemy and the rainbow aspect to them on screen and in the UI. Being able to use the LMB and RMB to throw was also really nice. For the cubes, since they had a collision tied to them, I saw a couple times the AI would end up pushing a cube while chasing it causing them to be stuck in the cycle unless I picked up the cube they were chasing. A nice touch to spice up gameplay would be some powerups, different terrain ( multi level / heights ), or different types of cubes to throw. Overall the game was enjoyable and I was able to reach the end of the 3rd level. Good Job!