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Fırat Usta

107
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A member registered Sep 05, 2021 · View creator page →

Creator of

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This is such a cute game, and I love the time travel stuff going on.  It feels like you could play with the same original ball and the same character over and over again, creating somewhat of a "multiverse" of possible lives for them. 

Love it. This feels like it could be developed further very easily into a very fun social deduction-ish board game for 4 people.

Çok teşekkür ederim! Geri dönüşlerinizi bekliyorum :)

Wow, this is such a cool game! Thank you for making it solo friendly! I will definitely play this every now and then. I also love the design and layout of the rules.  I will definitely test this soon, but it feels like it would be playing some sort of kill bill revenge story.

I only have two questions. First, as far as I understand the player starts with 0 traits, and gains them by overcoming obstactles, is that correct? 

The second, if the player Masks and fail a roll, do they lose all of their traits, or do they just go back to their pre-mask traits?

I sure will after using the system in my games! Thanks!

Will do! Thank you very much.

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Very interesting game, I like the theme integration a lot. However, I LOVE the layout design. I would love to discuss your process, if you're interested. It's very stylish, but still easy to read. My process going in was really not refined, so there are some problems with my rule book (like the text not being copyable) so I would love some tips!

Interesting game, though I have a couple questions. 

In the exhaustion part, it says it's determined with a 1d6 for each player, but then it says it starts from 6.  So do players always start at a 6 and the dice is only a tracker, or do you roll a d6 to see where do you start from?

My second question is, is there a limit on healing checks? Can a healer make healing checks to help teammates on their every turn? 

Finally, is the deck shuffled at any point? I imagined it to not be shuffled, which adds a hard timer on your quest which would be a nice mechanical pressure but I wanted to be clear on the actual rules.

I love this, I love playing pet classes in RPGs so I'll be using this all the time in my solo games. I like the structure of the each pet's rule, it makes it quite easy to hack a new beast if I cannot find an equivalent in the system I'm playing. Thank you for this, it's great! And the creatures are lovely!

Cute game with possibility of much chaos, I like the layout, and the punk vibes of the whole thing. The adventure generator table is so much fun, I think I'll actually use that even outside this game to generate adventures for other RPGs! 

Beautiful game, reads like poetry.  However I'm not sure on how to go on about playing this. Is this supposed to be more of a LARP experience?

I'm not really one for PBTA games usually, but I really like this one. It's great for soloing and I like the idea of creating one word "skills".  I also love the humor woven in throughout the game. I also like how easily extensible this is, for example, I can see myself extending the heist table to include some more abstract stuff, how about stealing someone's "heart"? Or stealing someone's "thunder"! The possibilities are great.

Adding on to Kinayla's comment, I like the idea of accumulating masks over the course of a longer session and multiple heists maybe? That'd be awesome. 

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This is a unique game, I really like it, especially how you integrated rhythm and music. I imagine with the right group, this would be such a nice experience, emotional even.  Makes me wish I had a regular group who liked storytelling games / narrative games. But I'm keeping this one for sure to try it the first chance I get!

This is honestly such a cute game, and I love the illustrations! I will definitely solo this once in a while going forward whenever I want to play something quick. I love the idea of skittering around as a little fairy and collecting crumbs of food.


My only real critique would be that the  Mousehide Cowl and the Walnut Shell Mask seem redundant, or mechanically way too similar at least. Though I'm also not sure what else could you add that plays with the mechanics of the game, maybe finding two crumbs instead of one once per heist? I'm not sure.

I think you should be able to, you can definitely make browserStorage directories normally in web dev.

I haven't watched any videos, I just noticed writing and reading to/from "user://" works by happenstance :) But if you read the Godot docs on saving, all of that should apply.

If you write and read to "user://" in Godot, it'll automatically work with browser storage on browser exports without doing anything special. Tho when I'm just doing web dev and I need to save something small, I just use localStorage which you can look into.

Yeah it is an option but I don't recommend that option! Always be nice to your slimes!

Thank you! Be sure to follow the development!


You can bring the developer console up by pressing tab. Currently there aren't any commands other than "showcase" which replaces your slimes with special slimes, unlocks all upgrades and gives you a lot of mana. To use the command type it into the input field in the developer console and press enter. Press tab again to take the console down.


You can get rid of slimes by;

A) Combining two into one with the cauldron.

B) Feeding them to the devourer.

C) Or simply neglecting them until they are taken away.

Thanks for the review! It really means a lot to me. :)

If you just wish to see all types of slimes you can use the "showcase" command in the developer console, how to do that should be explained in the first page of the help panel.

Thank you for your compliments! Make sure to come back after the jam voting period ends as I am planning a big update for then.

It actually is the vibe I wanted! I love clicker/idle games and wanted to make one.

The trick with what you wanted to accomplish is to get the dispenser up and running and set it to 3x speed before setting the speed to 100x, which will keep your slimes from being taken away.

Thank you very much!

Thanks a lot for playing!

The pause menu deal I'm aware of, I'm thinking of putting an actual icon for browser builds only in the future. It's also a great idea to let players see spell costs beforehand, so i'll add that in as well. Be on the lookout for after the jam period ends because I'm planning a big update!

If you're open to suggestions, I'd add more controls like you said for a more elaborate research/fine tuning experience. If you want to make sure this doesn't add a massive amount of work in the name of new unique creatures for the eventual new elements from failed experiments, you could add a catch-all element like "garbagium" or something which you get from all failed experiments.

Thanks for playing the game! I'm aware of the mana collection annoyance, what you can do to remedy that is to click on an empty area and drag over multiple mana orbs to collect them. (In other words, drag/swipe your mouse across mana orbs while holding down left mouse button, this will collect every mana orb you drag your mouse across.)

I am also actively developing and will update the game after the jam period is over so feel free to check later for a better tutorial and more responsive controls!

Amazing honestly it's an experience

Cute game, although the text being white on pink makes it kind of hard to read. I like the designs of the pets, slime witnessed?

I must admit I have a soft spot for ASCII games but this one was just great. The SCP-style text was funny and engaging, the pet itself was adorable, the cooking mechanic was surprisingly elaborate but not overbearing. This is one of my favorite games of the jam and I can't wait to see where it goes.

Nice game, I love the aesthetics. I just wish there was more feedback when you take certain actions, like perhaps the text at the top could display stuff like "Successfully resupplied." etc.

Cool little game. I like the vibes of it. I don't like how the sportling is always sad though :(