I was hoping to make it a little cryptic to fit the theme better and let the player figure it out but maybe I should explain it better if I end up polishing it more if its not that straightforward
Penguin Garden
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This looks good and plays pretty well. I felt like the hitboxes were very slightly off, I know they are supposed to be super small in these games but I swear I straight up walked through a line of bullets a few times. And other times I died when I thought I wouldn't but I could have missed something I guess, I'm not the best at this genre.
Few minor things, you can keep moving the selection while the screen is fading and hear the sound and one time I got shot while respawning and it played the sound but not the death animation and the stage reset again even though I wasn't dead on screen.
Would like to see some sort of unique features that makes this stand out in the future but good work so far
I really like the aesthetics! Not sure what to comment on since it seems pretty early in development so here are some random things:
- Would like it you can cancel commands you already issued. It's weird that you can't since it doesn't even move to the next character right away
- Would like to see less starting skills/party members at the start of the game so that it's a bit easier to jump into and maybe you can manually unlock all the skills later
- Not a fan of my heals missing, every single party member missed their spell and ran out of mana in the third fight and I got murdered. It reminds me of Fire Emblem 5 where healing staves could miss and everyone Hated that
Looks good so far, I'm curious to see what this turns into
Before I go back to my main project I have a small game I made for another game jam to share.
Let me know if it's too hard/too easy and if you think it's worth polishing a bit and releasing it as a serious game.
You can also play it here: https://gx.games/games/ywt4xt/sir-knight-and-the-true-heart/
And here is a link to the game jam, they have a popular vote besides the jury so feel free to vote for me or anyone else you liked: https://gx.games/events/viral-glitch/?page=4
This game is starting to grow on my the more I play it. I have some random feedback/suggestions:
- There's a unit that can deploy but the deploy key is different from the undeploy key. I would prefer if they were the same but maybe I'm too used to siege tanks
- I couldn't find a way to see what the supply cap for each coven is. If that's not in the game already I think it will be really useful information and a high priority for QoL improvements
- At first I didn't really get how the buildings worked, now that I'm getting into the game more they do seem a bit more interesting but I don't like how you have to build something before you can see what it actually does, they need a tooltip since its really not obvious what each building does and they are hard to remember
- It's a minor thing but you mentioned something about collision so I'll show it in case it's a new bug - one of my units got stuck behind that barrel and kept going back and forth. It was rallied and not a command I issued if that makes a difference
- More of a design concern: Covens have 2 unit types available but I don't bother switching between them very often so my armies end up very uniform. It might be more interesting if you had some forced unit variety so you don't just spam the same unit. But also switching between them doesn't seem viable because they use different upgrade buildings from what I can see. Not sure what the solution to that would be but maybe you can think of something
Hope that helps, keep up the good work

That works really well. It's nice to play hearthstone without having to wait for the super slow animations. But besides that, what do you plan to do with it? It is impressive but if anyone wants to play hearthstone they can play hearthstone. They even had classic mode until recently. So unless they finally pull the plug on the game I'm not sure how useful this will be. Do you plan to use it as the basis for your own card game or making some custom HS sets or something?
Also I was sneed on the ladder, sorry if I consneeded against anyone, I was trying to match against a friend
Still a very early build - a lot of features don't work yet
Changes from last time:
-Visual changes (terrain, roads, some new sprites, UI)
-Move units with right click now
-How to play Instructions
-Neutral units added
-Some temporary music
Hopefully it looks a bit better on lower resolutions now but I still haven't tested it all that muchYes, I hit F11 but the "press ESC to quit fullscreen" menu messes with it. It's very weird because it only happens sometimes, I'm not really sure when it does it. I guess you just have to scroll up not in the middle of the screen. The only thing I can think of is to increase the distance of how close to the edge it starts scrolling if its running on browser
Yes, it works now! I played for a bit, I really like the full character portraits while they're talking but they make the sprites look a bit too simple by comparison. Bullet hells are already not the most noob friendly games so being on a horse makes it even more confusing for someone who doesn't play them a lot like me. Don't know if there's much you can do about that though, the game seems to play well. The only thing I found awkward was aiming my arrows. It's kind of difficult to manage while doing other things because it's not as fluent as the rest of the controls. Sometimes it didn't change in the direction I was expecting. Maybe it's something you can get used to when you play more.
I'll be honest, I don't even know why Touhou became so popular as I don't think most people actually play these kinds of games. This does really feel like Touhou though so that's a plus. I would recommend you focus on the characters even more as I think that's what made 2hu interesting to people. Good work so far!
It is a bit too early, I just kind of wanted to see if anyone would have any glaring issues with the engine or core mechanics. But maybe it's too hard to tell at this point. I only tested it on my native resolution so I think it looks bad on lower res desktops, will try to fix that for next time.
Thanks for playing, hope you give it another shot when I improve it a bit, I'm really interested in what fans of the genre have to say about it
I just played for a bit to see how it works on browser. I'm actually surprised this runs well on it, I tried it on chrome and it played about as well as it did on desktop, just had to load more. The only issue I found is scrolling at the top of the screen with your mouse didn't work properly sometimes but I'm not sure if there's much you can do about it.
I promise to give it another proper go one of these days and I've give more useful feedback, too many demos to play right now.

It's almost impossible to hit with the Q skill or the charged attack if you're not using lock on even if you line up perfectly. You're kinda forced to keep the lock, it makes it a lot easier. I would prefer if the dash was less spamable but had more invincibility, I got hit while dashing pretty often but then again I haven't played many similar games, idk how they do it. Oh and I know it's an early demo but I have to point out that my framerate was inconsistent
Good work so far, pretty good for a first demo
Pretty fun gameplay loop and most of the UI is clear. One thing I couldn't figure out right away was how to sell things. For the other buildings you only need to select them but to sell you need to select them and then press on the small checkmark so that felt a little inconsistent. Oh, also I closed the game because I wanted to read the tutorial properly (I may have skipped something about selling), but it saved my progress and put me in the next stage. Pretty good overall, I can't give many suggestions on what to improve other than visuals
Wow this is really polished and fun to play! I'm not sure what to complain about. I guess some of the puzzles felt like I forced the solution and I wasn't 100% sure if that's the intended way to do it. I also skipped a few, too difficult for my smol brain. In some stages you could have multiple drawings on the screen, in other you could only have 1 at a time, would be nice if you can tell somehow. Would also be nice if you can switch between different physics for your drawings in future levels. I didn't find any ways to break it or any performance issues. Good job!
The zoom doesn't work properly yet, sorry.
I didn't think about that to be honest. Do you think right clicking for movement would be more natural? Right now it's used for deselecting things but we'll see.
The camera moves around with the arrow keys, S probably opened one of the menus. They should close when you right click somewhere but I will probably add a close button in the future. Producing from the buildings is a bit unique for these kinds of games, I can see it being difficult to figure out. The way I plan to fix it is to have the game cycle through all the idle units/buildings before you can end turn like in the newer civ games but let me know if you have any other suggestions.
Thanks for the feedback!
The humor will definitely be a big part of the game! I just need to make sure it's not too offensive because it's a touchy subject.
Yes, not all UI elements scale with the zoom level, I will fix that soon.
The starting units will start on separate tiles, I don't plan to have units just stay on top like that. But I'm not 100% sure how to handle unit stacking yet, I'd prefer if it didn't exist but if the game becomes too much of a slog with a lot of units blocking each other I might need to have some stacking.
Thanks for playing!
Is there a way to pre-generate a world so people can jump right into it? Might be good for testing so people play on the same seed and they don't need to wait to generate a huge world. I don't remember if I checked what the armor actually said in his inventory, I think I just assumed it's heavy because it looked big lol.
It takes a really long time to generate even the smaller worlds and I had some stuttering when I was playing. I personally prefer smaller worlds with more things to interact with but maybe you're going for a more huge world like Daggerfall type of game. Still, there could be some places that aren't randomly generated, like a starting area for example since its hard to figure out what to do at the beginning.
Combat felt a bit too slow. I found an enemy with armor and was attacking him with my hammer and only doing like 2 damage per hit. We were fighting for so long that he broke his weapon on me and was doing no damage with his fists. Then I switched to a dagger and killed him super fast. Shouldn't hammers be good against armored enemies?
I know the UI isn't final but I'd really like to see the items show which slot they're going into before you equip them, I think that will save a lot of time.
Are the enemies only in dungeons? I didn't run into any when I was outside. The outside area was a bit boring, the dungeons were a lot more interesting.
Seems like a very ambitious project, good luck!
It looks very polished and plays pretty well but honestly I wasn't super sure what I'm doing. I just swam around until some bosses spawned. It was kind of hard to tell where the play area ends, I just hit an invisible wall but I couldn't really tell from a distance. Would be nice to know as it kinda kills your momentum. I like that you can improve your stats and I get that you don't want it to pause the game but I would prefer if the options appeared instantly so you can pick something right away.
I couldn't figure out where I need to run to from the last boss' ability, what pressure does and the initial skill that's assigned to the right mouse button. I haven't really played any similar games though.
Thanks for playing, glad you liked it!
The druid has an upgrade that turns him into a tree if he stays in place for a turn. It makes him a lot stronger but it can be punishing if you do it accidentally so there is a way to revert it if you use his secondary skill.
I did recently release the game on steam so I'm not sure if I'll be posting any more demos here. Ideally I'd want to show off my new project next time. The last demo in DD 57 was focused on the campaign and I think there are some VODs there if you want to take a look.
I love card games, I will give it another try but so far I only had time for 1 run so I'll give me first impressions.
It feels a lot like a mix between Magic the Gathering and Hearthstone which is fine but I did find most of the card effects to not be all that exciting. Maybe its just because its your starting deck. There was a card that gives stats to another card when it enters the board but it could also target itself which felt weird to me but maybe I'm just used to it being different in other games. I'm not sure how much you want to focus on the AI but there was an instance when the AI could prevent losing but didn't. I had 5 damage and he was at 4 hp and he blocked the creature that dealt 1 damage because it was a good trade for him (if he had the life to survive). Overall pretty interesting idea but I'd love to see a lot more flashy effects and rewards for this kind of game
Thanks for the feedback! The end turn thing does make sense.
What was the character that changed appearance? The treehugger does say that it can't attack if you check his skills but I understand that there are a Lot of skills to read and people probably won't see all of them.
Also where is the new awoken demo, I wanna play it
I hate it, it makes me feel like a boomer. JK, I always sucked at platformers.
I got filtered at level 11. It is pretty fun and looks nice, I like that its very fast. It feels like the spikes could have slightly smaller hitboxes maybe, sometimes I died when I barely touched the edge. Pressing down and jump on keyboard didn't feel super natural and I had no clue about the wall jump until I accidentally discovered it. No idea if it was explained somewhere. I also hated the slippery platforms but maybe that's the idea. I don't really play these types of punishing platformers though so I can't add much else






