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Dev Kreatino

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A member registered Mar 22, 2024 · View creator page →

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That sounds really cool 😄


MegaBonk itself seems heavily inspired by Risk of Rain 2 when you look at the mechanics and overall progression, so an FPS take on that kind of idea could work really well.


I also think this concept and target audience are still not fully explored, so there’s a lot of room to make something fun there. I’d honestly play something like that myself.


Good luck with it! 👍

Thank you so much! 😄

I'm really happy you had fun with it. Thanks for playing and for the kind words 🙏

Really cozy atmosphere 😄

The voice acting was hilarious and gave the game a lot of personality. I had a good time playing it. Nice game! 👍

Very nice animations! 😄

The whole game looks really polished and professional. The music was great too and everything fit together very well.

My only complaint is that my finger almost fell off from all the clicking xD

Thank you so much! 😄

I'm really glad you had fun playing it. Thanks for taking the time to try it and leave feedback 🙏

I downloaded it and got it running 😄

The sound effects were definitely original for this type of game, although personally I would probably prefer something closer to classic machine gun sounds.

Overall it's a simple game, but I had fun with it and the controller felt good enough to play around with.

That said, I think there's still a lot of room for improvement and expansion if you decide to keep developing it 👍

Thank you so much! 😄

The comic intro was actually inspired by something I saw in a YouTube video. I thought it would work great as a quick way to introduce the story, and AI is surprisingly good at comic-style images. Asset consistency... not so much, as you probably noticed 😅

I'm also really happy you noticed how the game fits the theme. For me, "Connections" wasn't just about connecting locations, but also connecting people and piecing together information in your own head.

Of course, it's still a jam game, so there are plenty of rough edges and things I would improve with more time.

And thanks again! I'm already working on a full game with a somewhat similar atmosphere, but on a much bigger scale. So feel free to follow me here on itch.io — I'll be posting a demo in the future. With the help of AI, hopefully we're talking weeks rather than months or years 😄

Thanks for playing! 😄

Yeah, sleeping in a safehouse is actually 100% safe. The camp outside mechanic is meant to be a risky last resort and always comes with consequences.

There are quite a lot of actions available each day, but I agree that the balance could definitely use more work. Unfortunately, I ran out of time before I could do as much balancing and testing as I wanted 😅

Thanks for playing and for the feedback! 😄

Yes, the loot is partly random. Street scavenging can randomly give batteries, but there is also a fixed battery reward in one of the ruins.

Actually, finding batteries in the ruins was originally added for testing purposes, and I forgot to change it before submission 😅. That's why it's possible to finish the game much faster if you know where they are.

The loot in the ruins is fixed, while the loot from searching regular streets is random.

Thanks again for giving it a try! 🙏

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Thanks for playing!

I think the biggest issue was that I didn't explain the medicine quest clearly enough. While watching the stream I noticed you mostly used the regular talk option and never really asked people about the medicine. The idea was that NPCs are busy with their own problems, so they won't bring up Rare Medicine on their own — the player has to start that conversation.

Looking back, I think "Ask About Medicine" was probably poor wording on my part. It sounds like an optional question, while it was actually the main way to progress the cure quest. Something like "Talk About Your Illness" would probably have been much clearer. A small tutorial would have helped too 😄

As for the robberies, sleeping outside is always dangerous, but getting robbed while scavenging is only a random risk event.

Nice main menu and presentation 😄

I liked how the objective was marked on the map, although in my playthrough it seemed to be drawn on the wrong wall. If you're using a map like that, I think it would also help to show which direction the player is currently facing.

Interesting idea overall 👍

Thank you so much! 😄

Honestly, hearing that you want to come back and try again after losing makes me really happy 🙏

Thank you so much! 😄 Really glad you enjoyed it 🙏

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Hey! 😄 I’d honestly love to see you play my game live and watch where you get confused or make different choices than I expected.

Here’s my jam game if you want to check it out: https://itch.io/jam/gamedevtv-jam-2026/rate/4607272

I tried launching the game in the browser, but after clicking Start nothing happened, so I wasn’t able to actually begin playing 

I tried it again 😄 Now it’s immediately clear who is calling, so that definitely helped a lot.

I still sometimes missed who they wanted to connect to though, and I kind of missed a mechanic like: “Who did you want to connect to again?” or “Please repeat that.”

Because if you miss it for a second, it can basically mean game over 😅

Overall though, the game actually reminded me a bit of This Is the Police 2, which I really like. If you added a map and some people-management systems like in that game, I’d probably lose my mind from happiness xD 😄

I checked it again 😄 This time I found the radio immediately, so that part definitely feels better now.

But the darkness inside the house, even with the lamps turned on, plus the flashlight constantly flickering on and off made it hard for me to focus on the game and environment.

I think the game has potential though, especially if there were more interactive objects and environmental clues like scattered notes, items, or small story details to guide the player.

Also, it could be nice if the hand icon only appeared on actually interactive objects. Right now it feels like you can click almost everything, but most objects don’t really do anything. Although maybe that was part of the intended design 😄

The beginning immediately hooked me 😄 I really liked the story setup and especially the little cute orb/creature. At first I thought the whole game would be designed around controlling that little ball, and honestly I loved that idea.

After that it became more standard movement gameplay, and later I got stuck on a ladder because I couldn’t figure out how to move sideways off of it, so I wasn’t able to continue further 😅

Really nice-looking game 😄 The music and sound design were very pleasant and relaxing. Overall it felt cozy and enjoyable to play 👍

Thank you! 😄 Yeah, I also like games where you slowly discover information and connect clues together. Glad you enjoyed it!

Thank you! 😄 Yeah, I actually had the same feeling that the game really needed a better tutorial or onboarding, but near the end of the jam I simply ran out of time and ideas on how to add it cleanly.

And those UI elements that don’t fully work/interact were kind of part of a bigger idea originally, but the main goal became just finishing and polishing the game before the deadline 😅

Thank you so much! 😄 Really happy you kept playing longer than expected — that’s probably the best compliment for a jam game 🙏

Thank you so much! 

Really appreciate you playing and taking the time to leave feedback 🙏

Thank you so much! 😄 

I tried really hard to make it feel like a complete small game instead of just a prototype, so I’m happy that came across 🙏

I really liked the visual style 😄 The upgrade system between runs was also a great addition and made progression feel rewarding.

The enemy variety was nice, and the difficulty felt well balanced overall 👍

The only thing that didn’t fully work for me was the connection to the jam theme.

I genuinely liked the idea a lot — and I’m also just a fan of clicker/idle games in general, so this was very enjoyable for me 👍

Fun and well-balanced game 😄 Everything felt fair and easy to understand, and the pacing worked really well 👍

The little minion-like voice at the beginning was really funny and memorable 😄 Cute idea overall, and the concept had a lot of charm 👍

Really cool Windows-style presentation 😄 The whole desktop/interface aesthetic was done very well and fit the jam theme perfectly.

I also liked that the game actually makes you think a bit and figure things out  👍

Yeah 😄 If you sleep outside on the streets at night, the robbery event is guaranteed right now.

But during normal street scavenging there’s only a smaller random chance of getting robbed or losing items.

The game had a really cute, candy-like art style 😄 And the creepy creature behind the door was such a weird contrast to the cozy vibe — it actually made things pretty unsettling in a good way.

Seems like a cool concept if you enjoy horror games 👍

The only thing I really managed to do was serve cake 😅 And honestly, the thing that gave me the most fun was drawing with milk in the coffee xD

I also couldn’t get the conversations with customers to work properly on my side.

Hahaha 😄 Yeah, the camp outside / robbery events can spiral pretty hard if luck turns against you.

But honestly I kind of like that desperate feeling of barely surviving, wandering around the ruins with almost nothing left 😅

Thanks for playing!

Cool idea and definitely a game with potential 😄

I think a mini-map would help a lot, and maybe during building there could be some visual color indicators showing what needs to connect with what for the system to work properly.

At some point I think I accidentally broke my setup 😅 I had 3 barrels/tubes ready, but they stopped firing because something apparently wasn’t connected correctly, and I couldn’t really tell what the problem was.

But overall, very interesting concept 👍

Very pretty game 😄 The colors, music, and sound design felt really cozy and relaxing.

The only thing I would probably improve is the vine physics. Right now it bounces downward a bit like hitting a wall or trampoline. I think it would feel more natural if the movement slowed down at the very top of the swing, then accelerated while falling down, and slowed again at the top — more like real swinging momentum.

But overall, really charming atmosphere and presentation 👍

I think the game has potential for a really atmospheric horror experience 😄

On my laptop it was very hard to see things in the distance though — maybe that was intentional — so I was pretty lost most of the time. Good thing there was a flashlight 😅

I wasn’t really sure where I was supposed to go. I played for a bit, managed to open some doors, and mostly kept hearing a distorted radio/static sound in the background.

But overall, I can definitely see the horror potential here 👍

The visuals and especially the music really reminded me of playing Pokémon on a Game Boy emulator years ago 😄 It had that nostalgic retro handheld vibe, which I liked a lot.

Definitely a game with potential 👍

Interesting idea with the hex map and connecting cities 😄 As expected for a jam game, the optimization and performance could definitely be improved, but the important thing is that everything worked properly during my playthrough.

I also think the information and mechanics were communicated clearly, so I always understood what I was supposed to do, which is really important in strategy-style games like this 👍

Cool idea and really nice atmosphere overall 😄 The sound design was very good and helped the snowy mountain setting feel immersive.

I think I just missed having a bit more gameplay, because most of the interaction was choosing between 1 of 3 options on the cards, and then reading the result at the end of the note.

The atmosphere was strong though — honestly it made me want to leave the tent and explore the mountains and snowstorm outside 😄

Interesting game, really nice visuals and a cool idea overall 😄

I would probably improve the lighting around the person who is calling, because on my screen it was very hard to see where the light was coming from.

I’d also suggest making the dialogues progress on click instead of auto-advancing. I read English pretty slowly, so sometimes I couldn’t keep up with the text before it disappeared 😅

But overall, really nice-looking game and a very cool concept 👍

I 100% agree 😄 To be honest, I don’t really know much about optimization yet or how proper asset loading works, so the graphics and assets are basically unoptimized right now.

Since the game was running fine for me even on an old laptop and on mobile, I didn’t pay much attention to it during the jam 😅

And about the screen size — there should be a fullscreen button in the bottom-right corner of the itch.io player, which should help it fit properly on smaller screens.