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Crotaro

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A member registered Apr 09, 2025 · View creator page →

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I really love the artstyle and the graphics! The music is really catchy and good! The sound effects of hitting your balls against the employees was a little grating though after the third wave lol

Unfortunately the theme criteria wasn't fulfilled very well in my opinion (very creative though, still) because the only spinning element here would've been the one-armed bandits and none of them actually do spin (or move at all for that matter).

It could become a pretty cool full-fledged game (and maybe better fit the theme even) if the one-armed bandit was a roulette-table instead and you'd give that some interaction possibly with the ball you throw. I could imagine when you hit the roulette table, it spins the ball on that table and you can throw one ball (upgradeable) to knock the roulette table ball away from wherever it would've landed to give it kind of a second wind.

Thank you so much, this feedback really means a lot to me!

Similar to my last game jam submission (Antiarctic), I do indeed plan to turn it into a full game at some point. But with me marrying at the end of last year AND getting a new job, it'll be a little while before I can give either games the attention they deserve.

Aww thank you so much! Someone giving it more than a single try is already a success to me!

Putting in an invisible wall, yeah, I think I'll do that

And it's true, the only hint I gave that the target is invisible is right at the beginning when I wrote something like "Press E when you think you're standing in the correct place" or something

Very fun and pretty game indeed!

I haven't played super many games, yet, but this currently is my favourite game of all!

The only negative criticism I have is that you have to commit to any structure because you can't delete them (I think?) and also I couldn't look up the recipes after the first tooltip anymore (I had forgotten the ice cream recipe as I focused on bread).

Other than that, I actually would consider buying this if it were longer and maybe a little bit more difficult (I really didn't have to use rockets or focus on the actual rotation of the planets because by the end every planet had something (full moon, cheese) that would make it "free from maintenance" for one or more types of structures.

Hey there, thank you for the feedback!

Mhmm I was unsure if I should post the "F to use" control hint in the first level already, because it only gets relevant at the second and succeeding levels.
In the first level, the only thing you need to do is to find where the shadows of the two large spikes align (they should land on a pile of rocks) and then press E (E is to use the invisible teleporter for the next level and F is to use other objects that are found in later levels)  

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Thank you for the comment!

Spoilers for Level 03 and 04:
In the third level, you have to go to the brown-orange columns in the ground and press F to make them fly to their set position. Once all are set, align the sun until you can read the words (the shadows should spell "GO UP"). If you multijump straight upwards from the very-readable "GO UP"-shadow for a little while,you should see the platform with the level finish teleport
In the fourth level, you again need to find the brown-orange columns. There are two plus the already-set gray one. The tips of the shadows will overlap at one spot in the water, that's where the platform is. If you stand right where the shadow tips overlap and call the pyramid (press C), the pyramid's shadow (specifically the upper edge/point) will sit where the final teleporter is.

PS: I'll play and rate Harvest MOO tomorrow!

The concept is fun and the graphics are very Papers-Pleasey in the best way <3

I would recommend that the goal is lowered A LOT or there needs to be some other gimmick thing like a little shop with upgrades for the clicker game or such, because right now it's just a grueling experience after the fifth day or so and I resorted to an autoclicker for the clicker because no way I'll subject my hand to around 7000 clicks at minimum (5 coins per day max with 100 needed is minimum of 20 days)

Fun basis for the game!

My longest, in a couple runs, was surviving for just over a minute.

I think the missiles always spawn on the same location, no? if yes, maybe add some randomisation to that?

Very cool concept! Not sure if there is an ending to it, I heard drums but I just couldn't manage to find a way to reach them.

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Such a cool way of integrating the A Capella wildcard! Thanks for making this!

Edit: Oh btw I just couldn't get the sound to record in Firefox. My friend was able to, though, so no clue what's this then

Mhmm I'll see if I can get the holding space suggestion implemented.

The "destroyed" counter is planned, I just couldn't figure it out until the end of the jam.

Thank you for the technical suggestion! Currently I only understand what some of these words mean but hey that's why I'm still learning lol

Oooh good suggestion about the jump/flight button. At first I wanted to say that I don't know how to make that, yet. Buuut I just figured I could set it to is_key_pressed (instead of is_key_just_pressed) and add a timer as cooldown.

Thank you!

Yes, I did come across the vision cone visibility issue, too. For future development I hope I'll be able to colour them more noticably or maybe, as you said, project better onto the ground or something similar.

Thanks!

Yes, I got the Vision Cones from a plugin (it's called VisionCones3D I think) and I just couldn't figure out how to change the colour of the cones. Would've made them stand out much more, even just for accessibility reasons.

Very cool concept! It was a bit hard to get the hang of it but I like it!

This game looks gorgeous! I love how you're the sneaky one trying to sabotage the expedition. 

Sometimes I wasn't quite sure what I was doing, but that didn't detract from the overall experience!

Very good game, but I had to tap out after reaching the first few clouds. 

Thanks!
I hope to eventually be able to give the researcher some sort of abilities (and properly working obstacle navigation). Right now he really gives antarctic Slenderman lol

Thank you for the suggestions! I'll check them out!

Thank you, my gf had a lot of fun learning to make penguin noises!

I plan to smoothen out the difficulty curve when I add more levels

Thanks for the tip!

Oh ya, I did not expect that twist hah! It's the first game I played in this series of yours (if I understood correctly, there are more?)

Amazing that you managed to make this in just nine days! The crows is very cute and I love the whole gameplay concept. The jump as a bit janky but that's not an issue, I think. 

It's super atmospheric and you did an amazing job with the sounds. You only notice it's all a capella if you already know it.

I did get to the end, luckily. I figured I'd trust the dev and that it would spit me out in roughly the correct spot if I just go into the void for long enough lol.

It's super atmospheric and you did an amazing job with the sounds. You only notice it's all a capella if you already know it.

I did get to the end, luckily. I figured I'd trust the dev and that it would spit me out in roughly the correct spot if I just go into the void for long enough lol.

I love the concept of playing a potion jugging maniac. The protagonist looks adorable, too!

If you decide to continue development, I'd recommend somehow hinting at the effect of the drawn potions. Right now, if I saw correctly, every potion looks the same so there's no point in selecting a specific slot 1, 2 or 3 because you never know what effect can happen. It would be cooler to make the potions a little more distinct (doesn't have to be super obvious) but you can only get rid of the potions by drinking them (otherwise you could just cycle through until you only get good potions)

Thank you!

For future development, I'll probably make the first non-tutorial level a little easier. I figured I need to make it just hard enough so that people won't be done in less than five minutes lol

Thankyou! 

It was tricky finding a balance that remained fun simply because the researcher doesnt really have pathfinding and thus can become stuck and outmanoeuvred quite easily 😅

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Wow it seems super ambitious to make a VR game in such a short timeframe! 

It was very fun but pretty hard! 

I think I know the level Julius (P3ntest) is referencing. The one where the exit is on the far right with interspersed islands in there and right at the beginning you have a jumping box. The only way I could beat it was to yeet the blobos to the exit portal by holding the jumping box into the terrain and at an angle.

...unless there's a way to move the camera without moving my physical body into my wall lol

Yep my experience, too!

Also, I think there was only very little audio aside from the bear chomp, no?

Aaaand I'm not sure if I agree with the "Are we the baddies?" card when it's a literal bear cub defending itself from aggressive colonialists lol

Wow, this is probably the most fun game audio-wise I'll get to play! The soundtrack is just too good!

You're probably already aware of that, but you can place the beaver dams wherever and they shoot huge versions of the Godot icon lol

The mouse sensitivity is way too high. Other than that, I didn't find problems with the controls.

This gives "it's a game", but as a first game it's totally viable.

Although I would beg you to check your spelling of most of the description text on the page. It's hard to read due to so many spelling errors

Whoa, for it being your first game, this is pretty well done!

I died to the second spinning boss hah. 

This was pretty fun! I love the music and the idle animation of the main character.

Love the art style, the music and the concept!

I found two major bugs: 

When I tried buying these brown shards once, without having sufficient money, the shards would still appear in my inventory and I couldn't get rid of them any longer, so I had to start over.

The Mars Shop and the Best Best Shop both give you 10k and 100k when you buy their upgrades lol

The setting and general concept is amazing. I also loved how immersive it is with the weird names and lore attached to everything.

BUT: I lost my first round simply because I didn't know that you had to spam-click when selling items. And the time pressure is so immense that there's no way I could appreciate all the little fun text without losing.

If you continue the development or make a similar concept in the future, I'd love to play it. It gave me the same feeling as when playing Hardspace: Shipbreaker. In fact, I now will play a couple rounds of that!

I liked it! You did great work with the a capella sounds, especially the birds!

Unfortunately, I had to close out of the game after completing the objectives, because I just couldn't find the ship I was supposed to get back to.

Oh and when the enemies hit you, you do get respawned but with some(?) of the progress still intact, so you can place much more than just six scanners.

Game doesn't work on windows. I suspect it's because you only uploaded the .exe without the .pck

Running the .exe briefly shows a Godot window with some "missing texture"-pink screen and then closes it.

It took a few tries, but I made it to five successful expeditions!

I can't tell if it's buggy or if the game really doesn't have any audio.

Also, I'm not sure how the pickaxe item is useful. I used it to remove a mountain (which would be worth +10 if submitted), to gain +5 but the /16 limit still kept the +10 of the mountain in memory, causing me to bust on my next draw of a +8 card.

Thank you

You're right, with every destroyed equipment, the researcher gets an increased vision cone and move speed and after three (so with two remaining) he's just straight-up faster than the player. I couldn't figure out in time how to make him navigate obstacles or try to cut off the player instead of just running (or "menacingly floating") in a straight line, so without making him faster than the player, there was almost literally no way to lose. I'll definitely rework the kind of difficulty when I continue working on it!