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Dark_Rozen
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Nice and short spooky game! It was an interesting take on the concept of following a recipe. The art for the different objects was nice, and I like the unique interaction each object had. I found it nice that even though you could make mistakes, you weren't punished, and I even prefer the story when you lost. Sound effects were nice. I had trouble continuing the game after read the instructions as I couldn't figure out where the button was in relation to the cursor.
Fun game, very nice point and click mechanics with minigames and story. I liked the different aspects of the game (puzzle, sidescroller and stealth). I had criticism with the very small hitboxes in the first area of the game, it felt like they were too small. Also the enemies in the both the sidescroller and stealth area were too unforgiving. I think it would be an idea to include a difficulty setting so even unexperienced players can continue with the story (for instance with eaiser modes, you could set the goals for each level lower, having sightlines and preemptive ranges to see where the enemies will show up and if they will see you, and have a reaction timer so they dont automatically kill you). The art style and animations are very nice, and I like how it changes depending on how far from the camera you are. I think the trees should low visibility when you are near/under them so you can see the fruit on the ground. The text prompts were quite funny. I didn't get any further than the orchard level unfortunately.
Couldn't figure out what to do but the character controller was fun to mess with. Audio was nice, I like the music and the interaction SFX. It would be nice if there was a tutorial teaching the player how to use each machine, and one for basic interactions with objects (making a level where putting a potion in the bucket is the only goal). Also, I think having the recipes in a book would tie in with the setting as you have bookcases that aren't really used. The amount of customizability of keybinds (and other settings) was nice for the accessibility of the game.
Very cool game, love the mechanic of driving a bus through a storm. There were a couple of bugs I encountered at the end of my playthrough, but that didn't affect the fun I had. I wasn't sure why the 3D area was needed, didn't feel that it was used enough. I like the graphics and art but the white text of light background was a little hard to read. It would be nice to have a tutorial level instead of the wall of text at the start. I think the items you need to collect should be a different colour (maybe green) to everything else in the level as they were a bit hard to spot behind storms.
Intense game, I like the idea of making potion on the fly. The art style is very nice and customization or hats was cool. There was an issue with the music causing the volume to reset when the song changed. Controls took a bit to get the hang of. Timing levels were a little hard after a few attempts (for me) as the game started lagging.
Fun game, i like idea of the potion brewing, and the amount you can make it kinda cool. The different mechanics are fun to mess around with (the shopping and brewing) and the ability to rename things is cool. I had performance issues after spawning too many items and some things(like how to rotate the glitter jar and how to make potions) were not very clear at the start.
Funny puzzle/rhythm/idle game with some very annoying ads! How the level changed every time was cool, it would be nice to have some even harder challenges to perform. The story was taking a bit too long for me, so I only looked at the text for a short time before continuing (not skipping as to avoid the consequence), maybe it would be useful to measure how long the player takes to read the dialogue and measure it against the expected average to see if people are not properly reading it. Music was quite fun to listen to.
A nice simple idea. I like the idea of map creation game with roguelike elements. Starting was a little unintuitive for me as I didnt realize that I needed to connect the entry and exit paths together before the round would start. The movement of the characters and nice and fluid, though it would be fun to see some different coloured ones pop up from time to time. The RNG of the hill placement can make the game impossible or just ridiculously easy. The sidedeck is cool. It would be nice to see (and maybe be able to change) you deck on the menu so different builds are possible. Main menu has a nice animation.
Fun game, thanks for including my character and snake concept :) The premise the of the game is cool, I like the farting mechanic too, very funny power. I had a bit of trouble controlling the character as the inputs for my A and D keys seem to be switched. I also glide along the floor, which feels a bit slippery. The double jump idea is cool, though my character seems to be able to do a triple jump and skip the first floor of platforms, and a couple more too. As I walked along the bottom of the screen, I could see the text was trying to tutorialize mechanics and gives me quick lore dump. I the texture of the sand on the platforms, but the platforms themselves blended into the background (since the colours are quite similar). The difficulty select is quite funny. I find the mention of the skip button quite a funny easter egg (funny reference from the stream). The hitboxes of the platforms and the enemies are a bit unforgiving, I sometimes hit my head or die when I am not touching the enemy sprite. The duck the the thumbnail is a bit uncanny. The different levels are nice, and the enemy and player designs and animations are cool. Overall a tough, but fun game. I didn't make it all the way to the top, I managed level 3 and fell down. Maybe a checkpoint mode would be nice.
Very creative idea, and I like your implementation of splines. I found the tutorial useful to work out what to do. Unfortunately, I didn't have a fun experience playing the game. There were many bugs that I encountered (the train dying upon spawning making levels not solvable and requiring me to fully restart the level, the track pieces spawning multiple times on top of each other, which sometimes caused the whole track to turn invisible, and the fact that it's possible to place pieces on the station tile, which are immovable and indestructible and requires a restart of the level). Maybe I missed it, but there is also no level select. I like the post-processing effect with adds an outline to everything, including the trees. The physics of the coaster train was funny too, and it was enjoyable to watch it speed round the track and crash off the edge of the map.
I rated this during the jam, but didn't manage to comment. Fun game, I like the unique idea of a character looping on the vertical axis and the roguelike elements of only being able to select specific upgrades. I managed to beat every level easily, as I picked up a fast shooting weapon in the beginning and added damage and pierce upgrades to one-shot most enemies. The enemies designs are enjoyable to look at, even when the game is getting chaotic with loads of bullets.
Creative musically-inspired defense game with some jazzy animations and instrument "towers". I didn't realize I was playing the game at a disadvantage until I read the comments below. The placement and upgrade screens aren't intuitive to me, as I play BloonsTD6 a lot and both screen are permanently available (upgrade screen persists when you click on a tower so you can click on the upgrade you want) so you can use the mouse to select towers and upgrades, so I had a hard time navigating them. I enjoy the different sounds the instruments make and the different enemy types (although I found a few quite difficult to defeat) Good job!
Interesting tower defense. The idea of having a loop around the track and enemies targeting multiple towers is cool, though I found it quite hard to guard against all the enemies after a certain amount of time. The unique tower types are cool, but the fact that they break after a certain time is a bit frustrating. The generated levels can sometimes spin the layout such that some castles are much harder to defend. My favourite tower was the one that shoots every enemy in range, though I didn't get much further after unlocking it as I wasn't able to get a high enough score.
Fun game, reminds me of those addictive phone apps with a similar premise but in 2D. I got to level 8 and I cant seem to progress any further (though people have written about lvl 9 and lvl 100). The idea of making a loop is a fascinating concept. I did notice that the bulbs and battery had certain placement requirements (e.g. placed on the edge of a box always facing outside, each one having a certain length, which may constrain possible puzzle potential if there are more levels). I like the simplicity of the art and the soothing, relaxing music.
Nice showcase of a driving mechanic. I like the little details like the turn indicators. Music was a banger. One of my favorite things to do in the game is to stand in the middle of the loop and turn the car until the sprite goes invisible for some reason. The simple loop was also fun to drive. I also drove off the edge of the tilemap to see what would happen, and I didn't fall off (which was a bit unexpected).
Sweet little game with some nice clicker action. I felt the gameplay started arduously slow, and the number of required deaths didn't increase fast enough. I managed to get to 10 carts after about 15 mins of playing, and found it fun to turn the deadliness up to maximum of my triple figure of eight track and watch everyone fly off. An automation upgrade would be cool. If you do go on to add more to this game, will there be more coaster types? I would enjoy hearing music, SFX (unless I missed them) and a cleaner UI. The storytelling at the start was nice to read, but a bit overwhelming because I need to read all the information to start instead of learning over time.
Short yet enjoyable game. The tiki style music is very compelling and fits the hawaii-eske artstyle. Very nice sound effects and a simple and effective high score system. The hula hoop physics wasn't too difficult to understand after a few attempts (I managed 2000). When the belly and head start to jiggle it looks like they are coming out of the screen which is funny. Good job!
Very cool game concept. Is there a way to rotate piece using keyboard input or do they only rotate once the vehicle is in action? I found the fan levels very difficult as they would always aim upwards. This frustrated me a bit as I didn't know if I was missing something. I really like how you implemented the clipping of pieces into place (though if you try clipping a piece into the wall the vehicle going into a frenzy). The different movement types are cool. The music is very nice, and the SFX are a nice touch. I tried making a similar type of game for the last GMTK jam, but didn't make it quite as polished. Well done!
Nice little game. Super chill vibes and music. The little things like the sound the customer makes when getting food make this game feel quite polished. At one point I managed to softlock the game by not having enough money to buy any of the required items from the shop. Sprites were all pretty and the conveyor belt was super cool!











































































