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Galadan

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A member registered Jul 24, 2025 · View creator page →

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yeah, the game is unfortunately among one the buggier of all the jam submissions, mostly due to this being effectively my first game, and me learning all the code on the fly while dealing with unity's rotation system.

theres was definetly a lot more player UI features in the initial draft like volume and window settings but i spent most of the development time working on and perfecting the car mechanics and afterwards the in game assets, so 90% of the ui-based systems fell on the way side.
though im still glad that the work i did put into the car did pay off as most everyone seems to enjoy it.

but yes! the moment the jam ends expect a bug fix version which also includes all the features that broke at the last minute.

(2 edits)

yeah, the wall sprites are a bit buggy due to me designing the map and learning to use the tilemap litterally 2 hours before the deadline so unfortunatelly the map is quite, buggy.

the car movement is definetly hard to control at higher speeds, it was supposed to be easier with an aim assits towards the nearest pivot but we didnt have time to implement it so the game ended up a fair bit harder then intended

the gameplay itself is pretty simple, with it just being straight up a series of liars dice games but the it's executed solidily enough with no bugs that it just works(though the tutorial text is a bit... much).
but the style is definetly what carries this to the next level, with everything being made with real life photographed assets, it brings a very fun and unique charm to the game.

the story is a bit of a fever dream where i struggled to fully comprehend what was hapening but boy was i invested in figuring it out and thats really all you need for a story.

overall, simple but fun game loop which is given loads of charm by its visual style

(3 edits)

The time-loop-clone-game has been done a good few times, but this one spices it up with not respawning you after a loop and killing you on touching your clones.
which the risk of dying and/or missing the moving platforms timings forces more foresight and planning than the usual time loop games.
unfortunately it is a bit buggy as the clones will sometimes randomly break and force you to redo everything, which can be annoying in the later levels when you're working with several clones.

the art is admitedly pretty basic but it comunicates most of the elements you need.
only jumping and dying has SFX, and the music does keep interest but as a puzzle game the synths could've been toned down for better thinking music.
narrative elements are VERY rare but appreciated in a jam submission, and the game even even if basic manages to have 2 endings, which highilights the secret rooms you missed the whole time and gives it a whole layer of replaybility.

overall, the parts might not be so special, but the sum of everything forms a pretty solid result.

(1 edit)

INCREDIBLY SILLY & DUMB FUN. the idea is... definetly the most unique thing i've seen so far, and i've rated almost 40 games by now, and genuinely i have no idea how to feel about this game, it's like a mix between a rhythm game and getting over it. though i can confidently say that the comedic elements are absolutely fantastic (wheter intentional or not), the struggle to maintain the hula hoop, the fever dream music and its constantly changing tempo and bpm, all the sound effects and their random pitches, it is simply *chefs kiss*.

the presentation is very minimal, but you know what it's just enough for a game like this

overall, ??/10 this was like a fever dream, a fun fever dream with a highscore of 13,226,  and is probably gonna stick in my mind for a while. 

(5 edits)

it's surprising to see a narrative puzzle game in this jam but im not against it.
first of all the style gets top marks from the voice over, to the artstyle to the overall atmosphere, only issue being that the artstyle can be hard to read gameplay-wise and a window scaling bug which maintains a 1080p window on a 1440p monitor.

the gameplay is basically an escape room of finding the combination of items that'll let you win/escape.
narratively the information and hints you get towards what to craft are really clever, and i understood what i needed to do, but the biggest roadblock was knowing which exact version of the items i needed, so currently i havent yet beat the game.
The inventory management is quite confusing to be honest, with the whole contextual left/right click and what're you holding, when drag and drop would likely make everything overall simpler.

overall though, i really like the game and it's atmosphere but i couldnt figure out the final steps, maybe ill come back another day.

(1 edit)

The main game is quite fun in an arcadey way and controlling the worm feels quite satsfying at the higher speeds with having to quickly weave between obstacles and properly managing your speed.
though once you've played a handfull of times you're pretty much done with the game, and some variety & extra things to do while you're navigating the ground would definetly help with replayability and interest.

the visual style and it's 3d assets are quite pleasant, and is something that works perfectly for this game, though i wish there was some kind of sounds or music to help alleveate the general emptiness, only bug i experienced is that the scaling on 1440p monitors doesnt work correctly and it mainatains it's 1080p window size and sticks to the top left corner.

overall, a nice simple arcade game, though lacking in replayability past the initial tries.

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i could geniuinely see myself having a lot of fun with a more developed version of this game, different maps with various routes, more towers with added complexity, balancing all the various resources, like something akin to a more resource based btd6.
the central game mechanics are definetly there but among polish and QoL features it primarly needs a lot of balancing, as the current game definetly scales way too fast for me and i cant get as far as i'd like.

as for the presentation, the graphics are quite nice if not a bit simple, there are no sounds which is a shame as i'd love to hear all the little SFX the towers'd make as they perform their various functions, but there is some BGM atleast, which isnt amazing but it does enough to provide some needed ambiance and interest to an otherwise empty soundscape.

overall, a game that has very high potential for some strategic fun, but is limited as a game jam release.

(4 edits)

nice and simple game, with pleasant stylized graphics
the gameplay loop itself is pretty fun for a quick short game but longer games could probably do with some extra obstacles or features for more variety like an ice cube form that can slide around and break stuff.
though that might be just me because i managed to get to a 9.7k score before the level generator completely broke and made default blank platforms where i cant even fall in the water so i just let the scroll speed consume me.

overall, short and sweet!



p.s. among us water drop

nice simple visuals, the music isnt anything special but it works well for the background and not be too distracting

the game, itself, well im not sure if it's focused more on the message or the gameplay.
if it's the metaphorical message: then it works as intended and it gets the message of the mind numbing repetition across, with repeatedly going from point to point without any variety and collecting coins 100 times over across all the levels.
and if its the gameplay: well then everything i just listed works very much against it.

overall, i have no idea, its certainly an experience.

the visual presentation & mechanical polish of this game is VERY strong, and has no major flaws or bugs.

the gameplay loop itself is a bit hard to get into for people not familiar with musical intonations or differntiating pitches, so the audience is somewhat specific for this game.
it was interesting trying to discern the correct notes for the first few stages and seeing how the music was structured was fascinating.
around the middle mark having to wait for the entire loop to go around before you could try and guess again and working on the same song melody 7 times in a row meant it got quite mentally exhausting for me and i couldnt really force myself to finish the game.
i'd love to give some suggestions and/or fixes but as this is a genre that i'm not familiar with, experimentation would be necessary.

overall, strong presentation but the game loop struggles with exhaustion and could do with some experimentation.

easy to understand hard as hell to master, almost a perfect execution of the browser rage game style, but with only 2 major flaws holding it back.
-first, the lack of any input que means your jump wont register if you clicked 0.1ms earlier than you landed, which is vital when the jumps require timings as precise as these.
-second, a bug where the bullets didnt reset after clearing a stage was the only reason i never got past the blue phase as i die to the bullets as soon as i spawn into the next stage.

other than that, the presentation while minimal is just right for a game like this really, and the music definetly helped build hype when i got past the red phase (which btw you might want to credit the original song & artist)

overall simple but challenging game.

first impressions were loud, would suggest maybe lowering the volume and randomizing the pitch between like 0.95 and 1.05.
it was hard to understand what i was supposed to do at first and i only figured it out because i realized the main menu shows you the entire map with the finish line

the simple loop of repeating the map while reducing your moves does have potential, but after you finish the first 2 loops and experience the randomized heads it's pretty much the same thing over and over, if it had more random events which you had to learn to deal with in every new loop it could definelty spice up the gameplay some more and keep interest for longer.

(3 edits)

love the visual presentation and any game that does cool stuff with lighting in general, though the audio is a bit basic.
the gameplay loop itself is really fun and addicting with the constant progression a la rougue likes but without the randomess, and honestly a game like this is screaming out for some flashy visuals, more enemy varieties, complex maps with alternate paths and a bumpin soundtrack.

overall loved it and wish there was more in it.

(2 edits)

quite liked the presentation & music, though it was a bit loud.

the game itself right now does feel a bit barebones and the progression is a bit confusing, 
but i can definetly see this game being really fun with more features, like different card combos and an overarching goal/progression.

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presentation is quite solid, though the instruments are harsh on the ears for me.

the ui's scaling is pretty broken but i managed to get the general idea.
learning the keybinds is pretty hard but the loop of copying the notes is pretty fun at first especially when you hear the initial horrid rhytmic mess at the end, and it's works perfectly as a small fun mini game thing for a jam but would likely struggle to carry any kind of larger game.

(4 edits)

could do with tutorializing but once you learn the controls the platforming has potenital for a satsfying system of  movement mastery for a fastest time, but it lacks polish & QoL features like coyote time.
i was replaying the game a bunch but an annoying bug with the pits forces you to alt+f4 and redo the starting section which can get repetitive, and unfortunately i couldnt get past the green zone as you need to go down in spots where you cant see and dont know if its safe.

the visuals arent anything special but i can see & apreciate the atmosphere & vibe its going for, but some game elements struggle to be comunicated, like the occasional hard to see spikes.

overall the game has potential as i spent a decent ammount of time replaying but it needs polish

(1 edit)

simple concept but the handfull of puzzles definetly make good use of the idea and how it can be explored.
The ammount of stuff is pretty good for a game jam game but a more complete build would definetly need more features to keep up the interest as even the last level was starting to feel like its running its course, especially without any audio or visuals to help keep interest.

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first things first not sure if its missing textures or something but in the future PLEASE dont use high contrast colors like bright pink for your main menu, as its really hard on the eyes, also a minor bug but the mouse sensitvity's slider is invisible.

as for the actual game, i love the idea of a swarm shooter where you use your past selves to manage all the enemies but the execution is very flawed, due to bugs like the enemies not having a projectile and shooting pink orbs that block your movement or inconsitencies in the ai between the runs meaning that your "clones" dont really kill the enemies they should

overall interesting concept but flawed exectution

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the tutorializing of the main game loop is a bit confusing at first but once i got it i was rushing through the rooms.
the concept of running through the rooms and doing bits of damage over time isnt too bad 
but it's a bit basic on its own and could likely do with some more complex enemies or secondary systems/features for more variety & interest.

the gamefeel of shooting the gun is pretty satsfying and the overall atmosphere is pretty interesting with some cool music thats definetly adds a lot to the feel when running through the rooms.

overall an interesting game with pretty good gamefeel, but with a main game loop thats lacking some spice.

ah, well thats an unfortunate and weird bug, will have to look into it in the post-jam bug fix build

our artistic team definetly did a lot for the vibe of the game so glad it shows!

yeah, i was aware of the grappling hook issues and ideally wanted to include an aim assist & fix some consistency issues to make it easier to work with at higher speeds, but we had only the car mechanics developed at this stage and needed to make the rest of the game assets so it had to be left behind.

glad you liked the movement!
The diamonds we're supposed to be reachable but i guess i didnt notice in the final build that there was 1 extra tile blocking the way which was unfortuante.

Yes! our artist did a fantastic job and really helped with the visual style of the game.

when it comes to the levels however i do wish i had put in a bit more time earlier into developing them but as we were litterally on the last hour of the jam i had to quickly patch together what i think would be most enjoable and didnt have time to add all the extra details that'd actually tell you whats going on.

unfortunately yeah, a lot of the ui was broken mostly due to this being the first time making menu ui for me and having to figure things out along the way.

yeah, the pole attachment was something of an issue i realized myself and wanted to spend some adding aim assist for to make it easier, but with the remaining time we had i had no choice but to focus on developing the remaining aspects of the game

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not much to really rate here, the gameplay loop of just finding the exit isnt bad on its own but desperately needs additional elements to make it entertaining, otherwise its not really good or bad it just doesnt have much going on gameplay wise

(3 edits)

i quite enjoy the work day loop gameplay (though the toppings could've done with some labels) and can see how there could've been additional complexety added with more time, but without any sort of scoring, goal or ending system it loses interest pretty quickly.

(4 edits)

The arcadey survival gameplay is pretty basic but exectued solidly enough so that i had a suprising ammount of fun seeing how far i can get, though the graphics are quite simple they mantain a consistent style and keep everything coherent enough. 
The music is an ABSOLUTE BOP and kept me retrying just so i could hear the full thing and also worked well as a makeshift timer.

overall, simple but very fun

the concept of the task loop is interesting, and while the graphics are rough they get the idea across.

gameplay wise i definetly enjoyed running around doing the tasks but unfortunately the game suffers from the sedation machine being broken and thus you being unable to get back your "health" making it impossible to get past the 3rd level.

overall though, fun but rough around the edges

pretty basic top-down shooter fun, only issues being sounds can be a bit harsh on the ears and no immunity frames means you can lose 3 hp in 1 hit

solidly executed concept with no major bugs or issues, the concept of looping the quests works well but feels a bit lacking on its own and definetly could do with some kinda secondary upgrade system for every completed loop

(2 edits)

fantastic atmosphere and sound work but the enviroment is kinda weakened by the flat lighting.
the combat is a bit confusing at first but getting powerups/more dice feels nice when you see your dice count go up.
the move dice seemed kinda redundant in practice as im just stopping to roll the dice every few steps, and when the collapse starts i just die before i can reach the exit.

overall though: great atmosphere with decent gameplay that kept me entertained enough to retry for a better run several times.

being made in only 48 hours, really good concept and execution, while simple it has a very addicting flash era type game feel and something i could've seen myself spending hours on before in a classroom

(3 edits)

The premise is very interesting and the game has pretty high quality assets with a surpising ammount of stuff in it for being made in 4 days.

the primary loop of blocking ads and navigating the city is as designed very overwhelming and has a very challenging rage game aspect to them that can be fun and i replayed it several times until reaching the end.

 but the exectution in the jam build definetily struggles with several bugs like some hitbox detections, the entire messaging screen and general ui issues.

overall pretty high quality in design but the execution definetly struggles with bugs.

the concept of the looping bullets is very cool but it is VERY hard, with enemies spawning at a very high rate and the bullets quickly overwhelming the screen the highest score i managed to get was 5.

overall pretty fun but maybe could have the difficulty start lower and ramp up with every gem.

simple but fun & challenging game
wish the darkness was a bit slower so i'd have more time to navigate the platforms and experience more of the special effects

Chared is a very fun addition and made the looping and deaths much more entertaining :D
the platforming is pretty solid with some jumps being reminiscent of rage games but not unfair.
the art & audio are very basic but they get the job done and the voice over was fun but suffered due to audio balancing with the music & being unable to change it in-game

the techincal & artistic exectuion is very solid with no major visible issues, and i appreciate including some form of narrative though the lack of any audio makes it feel very empty.

there are some quite clever puzzles in the 2rd & 3rd stages that i liked, but overall the game does feel somewhat barebones.

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a very engaging core game loop that kept me entertained enough to complete the game and try again for a best time, the bird's random position was a bit annoying when i had no way of avoiding it but overall its very solidly built with a fantastic art style and exectuion.

using the orbits of planets to aim for a goal is a pretty interesting & clever idea,
though it does suffer a bit from being so trial and error'y while lacking an auto restart,
but it was fun correctly guessing the orbit scoring the goal.