Haha thanks, I'm mostly working on Ultrapool now but yeah maybe I should do something about node wizardry haha I still see people playing it.
FreezedIce
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Haha thanks a lot, our artist really cooked with that one.
I was originally going for a more balatro style minesweeper take where you have a deck of "items" that reveals cells and stuff shuffled into your board, but we had a lot of narrative ideas, so I had to simplify it a lot.
It's mostly just a random jam project, but it should be pretty easy to add a free mode, so I'll try to add one after the jam!
Damn so much juice, I really enjoyed it.
The controls were really responsive and I like that you can take multiple paths, the NPCs were also kinda fun but I found out that you could quickly lose them and just go alone essentially as long as you don't take the main path. But otherwise it was a really cute nice platformer.
Really liked the visuals, really nails the eldrich vibes.
It took me a bit to understand the gameplay (a tiny tutorial would be nice, I didn't realize I had to scroll to change cards at first), but after it clicked it was really fun and I had to carefully take my risks. The rewards suffer a bit from the classic roguelike problem where I would almost always take a double card over a single one (unless I absolutely need it), but otherwise it was a fun loop.
Really fun take on those crazy warioware/deltarune tenna trivia games, I definitely got the vibes.
I liked the kinda insane hectic nature of the game and some minigames were genuinely fun. I feel like some games scale a lot worse/better with speed and difficulty, and I couldn't really understand what were the powerups that I had choose between rounds. But otherwise it was a really cute and nice game!
Liked the idea and presentation! Dice animations are satisfying and snappy and the small tutorial in the beginning was really helpful. The core gameplay loop feels a bit flawed, though, since even with augmentations there is usually only one correct move (and it's often obvious). Perchance, you can introduce some mechanics that span over multiple turns to allow for more strategic depth.
Really liked the art and presentation! I feel like gameplay could use a little more strategic depth, though. For example, the player could roll multiple dice at once and some of them could synergize (e.g. 2 attacks rolls can deal extra damage or maybe some elemental reactions?). Also, you could dip into the autochess mechancis a bit, allowing the player to freeze a dice to retain some control. Otherwise, a really lovely game, good job!
Grim retro visuals and music give the game a unique atmosphere, which I really enjoyed. The gameplay felt somewhat lacking, however. Enemies are mostly just annoying and pose no real challenge, and most power ups have no significant effect on the gameplay. I'd suggest adding a bit more depth to the game's fight system, for example by having smarter enemies with telegraphed and deflectable/blockable attacks or adding some extra dangers for the player to look out for such as projectile shooting traps.
Unique take on snake genre! The tunnel collapse mechanic makes you carefully think about your path, which, together with the sluggish controls, adds a strategic feel to the game. As others have noted, it would be nice to give a player some warning about spawning bugs.
I'm really curious about how you made the tunnel "trail", the shrinking animation looks awesome!
Cute and chill rhythm game! Had lots of fun playing it. The music and visuals contribute to the game's unique relaxing feel, which makes it stand out from the flashy and dynamic games in the genre.
Double hit notes are a nice twist, as they definitely add some "reactive" parts to the gameplay. However, I still feel like it would be better to make them stick out a bit. Also, perhaps the life system could be changed so it clears the screen of notes after you lose a life? Otherwise, it's really easy to panic and immediately lose the game.
Yeah, it was one of my main concerns throughout the development of the game. I was thinking about ways to discourage people from just randomly clicking on people, e.g. introducing cooldowns, having some requirements for each person or even minesweeper like gameplay where if you click on the wrong Ivan, you straight up just die (kinda savage, but it could work if there was a reliable way to find the right Ivan). Unfortunately, the development took us much more time than expected (as usual), so in the end we just wanted to have something that is fun if played "fair". Your idea is great too! I guess it could be simplified to just giving player a single chance to pick when the time runs out (or when they think they are ready).
I like the concept and visuals. The gameplay feels a bit bland, there is seemingly no reason to use the fire extinguisher, so the game boils down to dodging the cameras and pressing ctrl. Maybe if you add more flammable stuff and make some chain reactions, so that player can prioritize burning specific stuff to avoid trapping themselves.
Very polished and cute :) Maybe you can add some way to reward the player for hitting the letters in right order (I actually thought it would work this way before playing), so you'd have to snipe the right letters and change bullet types to switch between different words. Anyway, it was a great experience overall!
Also, looks like you've added some kind of smoothing to the mouse (to make stuff harder to hit I guess), but it gets kinda annoying at times.
The idea is kinda interesting, but the balance feels very off. Once the bullets start following you, there is almost nothing you can do (only sit somewhere safe and hide, which is rarely possible and not really fun). And as there is no way to destroy bullets (most of which are being fired from your enemies), the game punishes you for just existing (even if you don't miss any of your shots and move as fast as possible). I'd suggest decreasing the number of enemies that shoot stuff at you and adding more ways for enemies to dodge your bullets (or just move fast enough), so that bullets you've missed actually punish you afterwards.




























