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Croutonpants

12
Posts
A member registered Jul 22, 2025 · View creator page →

Creator of

Recent community posts

This feedback is beyond valuable to me. And helps to put into words some ideas I had. Someone commented about how they thought it was going to be like minecraft parkour, but it definitely was not. The level generation is expecting precision platforming, when the movement system is intended for breakneck speeds and quick gap crossing. My plan is to strip away most of the precision platforming for something more open.

I'm currently remaking the loop generation from the ground up and already fixed a lot of problems. Thank you so much for taking the time to leave such a thorough comment. It helps the process SO greatly! 

:)))))))))))))))))))))

oh and I know I already commented on your game, but I would 100% pay money to play a full version of it! You guys are amazingly talented!

You understood my intention and that makes it worth it lol. all the needed changes like adding a kill wall and level restarting was only completed an hour before the deadline. I submitted the working web version literally one minute before closing was supposed to happen. I'm adding most of the feedback and changes I want currently, and once the jam is over, I'll update with the fixed version with sounds and patches and generation changes. After I added a dash cooldown, the game instantly became 10 times better and I loathe the fact that I missed adding that

this gets 6 out of 7 skrimps for me. and from where I'm from, that's like a 13 out of 10

I absolutely love this game! It gave me a similar feeling to FTL. if development was continued, I'd purchase

I think that'd be a great idea! Have it increase with each level so the intensity can ramp up. You have a good rougelike right now. I just want to shoot more things >:)

it's nice :)

Lots of fun! My main complaint is that I want to stay on the stages for longer. Just before things can get really interesting, the shop sequence starts. and the transition between fighting and shopping takes too long. I'd like to have as much time as I want and to leave it immediately. That's all, the game's art is really cool and the gameplay is really fun!

I feel like there's decent potential. I was confused how I was being killed the first couple times and still don't know why exactly I was dying since the only enemy I could see was nowhere near me. but I heard a noise and tried cranking the valve when that would happen, and it worked. I think the threat that requires the valve to deal with needs to be communicated better somehow. I had to process of elimination my way to victory. Other than that small gripe, I did have a little trouble with the panels being activated when I didn't click them. Overall I like the game's idea and had an alright time! That animation in the beginning definitely got my attention!

I had a fun time playing! Very creative. Didn't encounter a single bug

In what way do you think it's hard? When I patch it, I'd really like to know how it could be better! I've spent a good amount of time playing it myself and had no one to playtest it, so I'm pretty blind to how it feels to try and learn it