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Denji

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A member registered Jan 05, 2019 · View creator page →

Creator of

Recent community posts

First of all, thank you so much for playing!

You're absolutely right - the game currently lacks a tutorial or any proper introduction to the mechanics. We were hoping that basic memory game knowledge would be enough to get players started, but it's definitely something we'll be addressing in the near future 😉

Regarding the timer… there actually isn’t one! 😄 The game is purely turn-based. However, there’s a bug that might have misled you: you only have 60 turns, regardless of what the indicator shows. Cards that appear to affect the turn count are purely visual at the moment 😅

That’s a very interesting point about the hover effects! Could you please clarify whether you mean the reaction when hovering over revealed cards, hidden ones, or both?

Thank you again for taking the time to comment and share your feedback - it means a lot to us!

Oh well, haha 
The whole idea behind enlarging the image was to make the card more memorable - guess that didn’t quite go as planned 😅

The card’s hitbox is unfortunately offset by about half its height, which might’ve caused the issue you ran into.

Thanks so much for playing and for taking the time to leave a comment—it really means a lot! 💛

I absolutely love how you leaned fully into the Bond theme
At first I had a moment of “Wait… are they really going to play Adele here?”
And then the lyrics hit - such a brilliant surprise! hahaha

Gameplay-wise, the way you tied the theme into mechanics like choosing between more time or more goal points is spot-on. It fits perfectly with the movement upgrades.

A well thought-out and cleverly executed game. Fantastic job!

I protected the cookie—and had a blast doing it! 🍪🔫

This is a compact and well-scoped game, perfect for a solo dev jam entry.
The simplicity works in its favor, and small game feel things like screen shakes, hit effects, trails… all those little touches make a big difference!

I’d love to see a reward system for multi-kills with a single bullet. Something like: -2 seconds for the second enemy, -5 for the third? That kind of mechanic could add a satisfying layer of strategy and reward skilled shots.

The overheat system is a clever addition too - it forces players to think rather than just spam the shoot button, which ties beautifully into the theme.

Overall, great job!

I’ve always loved Minesweeper - and this is such a creative twist on the classic!

The concept is fresh and engaging, bringing a new layer of strategy to a familiar format.
That said, I really missed the ability to place flags. I often found myself second-guessing the same tile repeatedly, wondering if it was dangerous. With flags, I could’ve simply marked it and moved on with more confidence.

With a bit more development, this could evolve into a truly fun and addictive game!

Definitely one of the most visually stunning 3D games I've played!

The gameplay features a simple yet effective loop, with an excellent interpretation of the theme.
It perfectly captures the idea of giving players choices to risk it!

There’s a slight offset in the aiming mechanics, but from experience, I know how challenging it can be to fine-tune that in a 3D environment with a tilted camera angle.

Overall, a fantastic experience!

Did you even sleep while making this?! 😄

The art is absolutely stunning seriously, it’s next-level and gives the whole game such a strong identity.

Gameplay took me a couple of runs to fully grasp, but once I did, it all clicked beautifully. Super well-designed and thoughtfully executed.

Also, huge thanks for the tooltips!

And this was made solo?! That’s just incredible.
Massive respect and a huge well done! 

Thank you so much for taking the time to play and leave such a nice comment!

We're thrilled you enjoyed the game and appreciated the vibe - our visual and audio department poured a lot of love into the visuals, VFX, and music, so it means a lot to hear that it resonated with you.

You're totally right about the card responsiveness.
The hitbox is currently offset vertically by about half (a little Godot quirk I didn’t catch in time 😅). 
I’ll be sure to fix it in the next update. Hopefully it didn’t take away too much from the experience!

Comments like yours are a joy to read - thank you again for the kind words!

Granny definitely got her cardio in - no doubt about that! 🏃‍♀️💨

I love that you went the extra mile and made it in 3D! Sure, it could’ve worked in 2D, but the added depth makes the whole experience feel so much better.

The mice are a brilliant touch - perfect for sneaky stealth gameplay.
And those Among Us vents are here!? 😄

For a solo developer, this is an incredible achievement.

Keep up the amazing work! 

How did you know!?
Yes I got the trophy! :P

Absolutely incredible work!
For a two-person team, this is genuinely an outstanding achievement!

The visuals are stunning—everything from the sprites and animations to the spell effects is just so beautifully crafted. I’m genuinely amazed. I adore this art style; it’s such a joy to look at!

Gameplay-wise, it was super intuitive. The effects were clean and easy to read, and the short descriptions made everything feel accessible without sacrificing depth.

Some of the ability minigames were a bit tough for me (Lightning, I’m looking at you), and let’s just say their enhanced versions... remain unspoken 😅.
But Chaos Bolts? That was my ride-or-die spell. When I finally got the Jar, I was very happy!
Gale was my reliable backup😉

PS. Made the wizzard happy!

What a unique concept! Massive kudos for coming up with this idea!

Everything about the game fits the theme 100%. As for gameplay mechanics - they're as simple as it gets. Flipping a coin!? And this is fun!?
Sadly, my run ended when I wasted all my 23 BISCS trying to get my nickel to land on its side! Wanted to screenshot it 😜
(+ the game almost got me where there was no 25% threshold - brain was braining 200% at this point - but thanks to this, I ended up on EXACT!)

The gimmicks are short, simple, and clear.
Sound design is on point! Very fitting and satisfying—coin flips, chef’s kiss.
Visuals are also very readable and clean!

I tried to come up with some constructive feedback, but honestly, I struggled!
If I had to suggest one thing that could be improved is the moment when you hit EXACT. Since it's the ultimate goal of the round, I think it should get some more flair (sound cue, VFX) and be collected automatically after the attention is brought to it.

Other than that, it feels like an amazing game that should already be on Steam.
And with some further development, it can 100% become a huge success.

Amazing job!

Hahaha, I think the fact that the reverse of the cards is always the same (the same as the Guardian's) might have thrown you off a little 😛 Just to be sure, I went in and checked if they were different - even after going back to the main menu and selecting the other one - they are different 😛

As for the Deck Builder, there are no more unique cards to unlock, but you can buy and use multiple copies of the same card in your deck.

"Overwhelming" should be the name of the game at this point, as 80% of the comments mention it 😛
Totally agree with that - tutorial levels with progressively more cards would definitely enhance the early experience.

Thank you so much for taking the time to write such a kind comment!
It means a lot to the whole team - we poured a ton of love into this, and it’s amazing to hear it resonated with you 

What a clever idea!

As simple as it is the game is delivering 100% on every front!

  • Clear and readable presentation
  • Small scoped game loop - perfect for a game jam
  • Very good player feedback
  • Theme implementation 10/10

PS. 
I hate Cheaterton

Haha, love your attitude! 😄

You're absolutely right - the card hitbox is offset vertically by about half. Totally my bad, and I’ll work on getting that fixed!

Also, the little dudes are grateful for your kind words. We love that you love them!💖

I recommend downloading a Windows build if you are able to run it.
For now, lag is caused by all assets being in 4K, which is not optimized for the web, sadly.

Yea... All assets are in 4K so this is not very optimal for web 😅

Thanks so much for playing! I'm really glad it kept you engaged for a while 😊

So... you took down the boss!? 😏

Totally hear you on the animations feeling a bit long — you're spot on. The extra delay is there to prevent overlapping processes and avoid jam bugs.
But yep, it's definitely something we're looking to smooth out and improve going forward!

After the jam ends we will try exporting a mac build!

Thank you so much!
Messages like yours truly warm our hearts ❤️
We're glad you enjoyed it  it means a lot to us!

Thank you very much!

(1 edit)

Hey! Thanks for playing!

Oh yes Endless is crazy! Good  luck with it! 😁

Thank you so much for all those insights - seriously, that kind of feedback is gold! 🙌
(And yes, further development is definitely in the pipeline!)

Right now, clarity is our top priority.
Thing we missed explaining properly is what happens after you stay - the boss flips the first card of each turn.
But it’s not always clear when the turn ends or continues - and that’s on us. We're thinking of adding a screen overlay to help with this, because yeah, it’s definitely confusing at the moment.

For example, if the boss reveals a trap card, that ends the turn - triggering another flip, which could be another trap. That kind of chain reaction can snowball fast, and that’s part of the risk. We're planning to tweak this so there are more varied distractions from the 'Enraged' boss - like flipping the first card every 2–3 turns, or stealing a coin each turn. There are tons of possibilities, but time wasn’t on our side to test and implement everything just yet 😅

Also, we missed that reshuffling doesn’t block player input, which can lead to three cards being flipped. That gives the player a temporary advantage for one round - after which all flipped cards should be reversed. Definitely something we’ll be addressing!

We're so glad to hear you enjoyed the art and the overall vibe - that truly means a lot to us!

We totally understand the initial overwhelm with the cards. You're not alone in feeling that way, and it's something we need to look into.

Thank you for sticking with it and taking the time to share your thoughts.
We really appreciate it!

Totally agree with you on the deckbuilding clarity—we definitely dropped the ball on showing how many pairs you've collected. You can blame that oversight on me 😅

That said, I'm really glad you appreciated the concept and enjoyed the art style! The Adventure Time comparison is such a fun compliment - our artist will be thrilled to hear that.

Thanks so much for taking the time to play and share your thoughts - it means a lot to the whole team. We’re definitely taking notes!

We're so happy to hear you enjoyed the game and spent some time with it - thank you, that really means a lot to the whole team!

Your systematic card-flipping strategy is totally valid (smart move!), though sometimes going off-script can lead to some wild surprises... but is it worth the risk? 😄

Everyone on the team poured a lot of love into the art, sound, and gameplay, so hearing feedback like yours is incredibly heartwarming.

Thanks again for playing - we're thrilled you had fun!

You're absolutely welcome to keep playing😄

Our artist poured a ton of heart into the audio and visuals, so it means a lot to hear that you appreciated them. Thank you for noticing!

And most of all, thank you so much for playing. It truly means the world to us! 💖

The music and sound effects are delightful, and the cute character designs tie everything together beautifully. The overall aesthetic is charming and cohesive—really well done!

Gameplay-wise, there were moments that felt a bit unfair. Entering a new room only to be instantly surrounded by enemies, or navigating narrow corridors with no space to dodge bullets, made some encounters feel more punishing than challenging.

The active reload mechanic was a clever addition and fits the theme perfectly! That said, placing the timing window at the very start of the reload made it tough to hit consistently - by the time I realized the reload had started, the green zone had already passed.

One usability note: hovering over upgrade options with the mouse felt intuitive, but not being able to click them was confusing. Since the player is already using the mouse to aim and shoot, having to switch to keyboard for selection broke the flow a bit.

I also ran into a few bugs - movement along walls caused jittering and occasional stuck states, and twice I couldn’t shoot or reload at all, which unfortunately discouraged me from continuing.

Still, the game has a lot of heart. It reminded me of Enter the Gungeon (as the name cheekily suggests and I think it was your goal), and the weapon variety was a real highlight.

You  got to level 5! Well done!

Exactly like you said it should get harder as you go, with the money you have collected you could have bought cards in the shop. Those cards are now in the deck builder where you can select which cards you wanna have in your deck for your next playthrough in which you could go further!

Pretty buggy for 1 bug? That is pretty harsh - Yes that is a bug turns gained/lost are in fact only visuall and you only have 60 turns to complete the level.

I agree the animations could be faster but to avoid further buggs whe have decided to leave delays a little longer so the game processes do not overlap.

Brilliant theme implementation! The idea of showcasing real players as part of the game’s advertising is such a clever and heartwarming touch - absolutely loved it 💖

Gameplay-wise, a few more indicators for enemy range or alert states would really help reinforce the stealth mechanics. Honestly, I ended up playing it more like a chaotic game of tag - GOTTA GO FAST! 😄

As we discussed, making perks feel more impactful through level design or goal-based interactions would elevate the experience. Right now, MORE BISCUITS and Big Bite felt like the only truly viable choices - would love to see more variety and strategic depth there.

Visually, the game is stunning. The cozy, cute art style fits the theme beautifully and adds a ton of charm to the overall experience.

Overall a charming and creative stealth game with standout personality!

PS. this reminds me a little of a game that my friends made some time ago :P
https://pulni.itch.io/sneakerdoodle

Phenomenal theme implementation!
The risk-reward mechanic is brilliantly executed - if you don’t take risks, the game eventually forces your hand, whether you like it or not. It’s a clever design choice!

Visually, the game is stunning. Honestly, the main menu alone was more fun and stylish than some full game jam entries I’ve played.|
The sound and music are equally impressive - everything feels cohesive and perfectly tuned to the gameplay’s mood and intensity.

One small suggestion: it would be great if all collectibles automatically pulled toward the player once a room is cleared.
Also, a subtle arrow pointer for red doors when they are available would be helpfull.

Pistol: ‘DeathWish’ + ‘Ricochets’ = pure power fantasy. I felt unstoppable. 
Shotgun - I rolled the random risk perks a few times and ended up without a magazine - Make a melee-parry a viable build!!!

If this game doesn’t land in the top 10, I’ll be genuinely shocked.
Well done - this is a standout entry with style, substance, and serious potential.

I could totally see this game thriving in a setting like io games - especially with a bit more visual polish to really make it pop.

At first, the gameplay felt a little confusing, but once I got the hang of switching and firing weapons, it became fun to take out enemy crew members while ignoring the objective 😄

A fun, chaotic little multiplayer experience. Well done!

The core premise of the game is solid, and despite the complexity of the machine, the systems are impressively well-integrated. Mechanically, everything ties together in a cohesive and thoughtful way - great job on that front!

Gameplay-wise, I found myself struggling quite a bit 😅. From the very beginning, I felt lost and wasn’t even sure when I had actually won or was supposed to escape the facility. A bit more clarity in progression would go a long way.

The post-processing effects, while visually striking, felt a bit overwhelming at times and distracted from the gameplay experience.

One area that could really benefit from improvement is the indication of interactable objects. A white outline would work beautifully in the dark environment, or perhaps a crosshair that changes with an icon and keybind prompt instead of relying on text at the bottom.
Additionally, highlighting key objects more clearly - like showing that a pipe is visibly connected to a water tank - would help reinforce logical interactions and reduce confusion.

In summary: a mechanically well executed concept that would shine even brighter with clearer visual cues and player guidance.

Princess’s voice? Adorable. Instant favorite. 💖
Also, the sound effects were genuinely great! 😁

As for the boss fight: I know hiding HP is a common design choice, but I’d still love to see some kind of feedback to show progress. Maybe changing attack patterns, distinct phases, or even a mid-fight intermission could help players feel more in control and invested.

Once I got the hang of the dodge timing, the fight felt good.

Overall, a cool little entry. Nicely done!

Damn, what a joy to play!

The theme implementation is spot-on - really well executed.

Clean, tightly scoped, and easy to understand - exactly what a game jam entry should be.

Visually stunning and paired with amazing sound design.

Fantastic entry overall!

I've saved the Bakery!

The stealth gameplay mechanics are genuinely solid and well thought out:

  • Clear detection range indicators
  • A detection meter (to let me know how much I can risk!)
  • Limited vision with lights off

All of these elements worked together beautifully to create a tense and engaging experience. Nicely done!

That said, the controls could use some love. They felt a bit slippery, at times felt like they  were grid-based, but not quite. It made movement feel unpredictable at times, and I wasn’t sure what was causing the disconnect. Definitely something worth revisiting to tighten up the overall feel.

Still, the core mechanics are strong.
Well done!

First off, credit where it’s due: Unused audio - Ariel 😄
Sorry Ariel, but that gave me a good laugh!

Now, while there are definitely areas that could use some polish (which I’m sure you’re already aware of), I’d rather shine a light on the positives:

  1.  Took down the legendary shrimp-wearing-sneakers boss - what a moment!
  2. Risked it all by sprinting through the level, chasing anything that vaguely resembled my goal (which, of course, turned out to be the legendary shrimp-wearing-sneakers bos!).
  3. The two spells available are genuinely great - each one feels distinct and brings something unique to the gameplay.

Massive kudos - this is an incredibly impressive achievement for a solo developer!

I managed to unlock what I consider the most important endings: Selfless and OMEGA!

The music and visuals worked beautifully together to build a tense, immersive atmosphere that fits the horror theme perfectly.

And that black hole VFX? Absolutely stunning.

Well done!

Very simple and clean gameplay loop.

Love the voiced sounds! 😁

Pokemon sfx was a fun surprise 😜

The gameplay mechanics feel really clean—nicely done! I especially enjoyed the gathering system - it’s intuitive and satisfying. Movement felt smooth and responsive, which made exploring a joy. And the radar was really well made!

The theme is spot-on: the choice between pushing forward with what you’ve got or staying longer to earn better rewards is simple, yet effective. It’s a well-executed design that adds meaningful tension to each decision.

During my playthrough, I missed collecting the correct materials for upgrades in the first level, which unfortunately set me back. Once the storm got faster, I couldn’t recover in time - especially since I completely overlooked the boost mechanic fot the first two levels. That definitely made things tougher!

One suggestion: it might help if the main upgrade was required to progress. You could even tie it into the narrative - perhaps the next facility needs repairs, and gathering the right materials unlocks an upgrade as a reward. Then, any extra resources could be used for bonus upgrades. That would give players a clearer sense of direction early on.

As for the music, the chill vibe at the start was pleasant, but once the gameplay ramped up in intensity, it felt a bit mismatched. A more dynamic or intense soundtrack could really elevate the immersion during those high-stakes moments.

Overall, this is a solid game with a strong theme and great gamefeel. You’ve built something impressive.
Great job!