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

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Fun memory game!  My only frustration was that it felt random how many stars got rehidden when a wrong guess was made.  I wish that was more consistent.  

Super duper fun!  I kinda wish it was more focused on the sticky-smooth mechanic.  Don't get me wrong, the jetpack is fun, but I feel like the sticky-smooth had more room to explore.

Fun use of the theme!  I like how skill based it is (though I'm not very skillfull).  I wish the cows aged faster, I guess?

Visuals, absolutely fantastic!  Atmosphere was also great, very tense.  

I felt like I had little to no agency.  Yes, there were the upgrades, but only one skip was available(?) and the one time I used inspect, my opponent immediately used respin, so it felt wasted.

Really fun puzzles!  The abilities all felt good to use and were well utilized in level design.

I almost got stuck in Lv 2.  I wish there was a better way to indicate that the green switch made the block appear.  Even having the switch change color or something to indicate that it has been hit and something has happened would help.  Maybe make the blocks that appear a different color than the rest of the blocks in the level to make them stand out more.

I accidentally keybound one of the slots to space, which is also jump, so I dashed whenever I jumped.  Maybe disallow that keybind?

The playground at the end was a great addition!

Game is 100% serious, great job!

I feel like there should be some level of player agency in the battles.  As is, you could just close your eyes and tap Space.  There were upgrades to the wheel, even just letting the player apply those, maybe give some choices on which things to put on the wheel, would do a lot to bring the player into the game.

This is a really cool concept, it wouldn't take much to make this a really fun game.  Add some stuff around the room to collect, fit it with the office theme: coffee, pens.

This has a very "Getting Over It" vibe that I love.  "Ego" being the health was a nice touch, though I'm not sure a health system is the best choice for this type of game.   It seems more like the game wants you to try again and again to get past the obstacles, a health system gets in the way of that.  If you want a health system, I'd also include a tracker that shows how far you've gotten.  Even just a counter for trophies.  Then people can be like "I got 7 trophies!" "Yeah, well I got 11!"

Fun game!

Revolver spinning is a great application of the theme!  I really liked keeping track of which bullet I was shooting, and so which ones to shoot towards enemies and which ones to shoot away.

I really didn't like having empty chambers.  It felt like it messed with the pacing.  I would start with all chambers filled with normal bullets.

It looks like you were going for a pirate theme, I'd lean into that more.  Make the background a pirate ship, make the enemies nautical, that sort of thing.

Great game!

The great: Visuals!  I love your sprite work, the animation on the swatter swing is especially good.

The good: Music!  That funky beat was a bop!

Suggestion: I think it would be better if the camera kept the player in the top half of the screen.  That way you can see oncoming obstacles and react accordingly.  Also, something in the story saying to press Space to swing would be nice.

Thanks for playing!

Yeah, the alchemy didn't come through as well as I was hoping.  The thought was moving lights change your shadow, but the big alchemy component was a feature that got cut for time.

Thanks for playing!

Yep, if I had more time I wanted to do things with double shadows and moving shadow.  Alas, time marches forward.

Thanks for playing!

Thanks for playing!

Toggle vs holding for shadow control is great feedback, I think you're right.

Yes, the room with the single door is the last room and has no solution.  Perils of leaving too much to the last minute.


Thanks for playing!

I too was stuck on the third room.

Also, the first one level says I'm hidden in shadows, but once I'm inside I'm no longer hidden in shadows?

Jumping gets a little buggy if you're next to a wall in the first level.

Music is top notch.

Movement feels good, music is fantastic, love the spritework.

The wall jump sign needs to be moved sooner, or the first few jumps need to be changed to not need wall jumps.

I like how the slimes combine.

Oodles of fun, I could see loosing way too much time to this.

I'll be honest, I don't really see much of shadow or alchemy in this.  Don't care, too fun.

I wouldn't call this a deck builder, though.

Really cool concept and music.

I really don't like how reset level is R and transform is T.  I often accidentally reset the level when I meant to transform.

Love the visuals especially the music.  A really good combination of the jam's two themes.

It was disappointing when I couldn't combine two electricity runes, since I was able to combine two of the first rune.

I'm not sure how different ratios affected weapons.  Maybe damage numbers would help to show the difference?

I wish there was some visual indicator when you took damage.  A sprite change, a screenflash, something.

This is 99% me being dumb, but I had a hard time figuring out how to close the crafting menu :(

I like it, especially the sprite work.

I wish there was more in game tutorial-ing for potion crafting, maybe even starting with fewer ingredients to get eased into it.  Also, the pop-up text in the first room seemed really sensitive, like you had to be in a really precise location to get it to pop up.  I think it'd be better that that space was a little bigger.

The way the camera moves when entering a new room is kind of jarring. 

Wait, I have a double jump?  Nice.

Pretty good!  I liked the puzzle part more than the combat part.  I think a noise that plays when an alchemical tile is picked up would help a lot, and maybe more distinct symbols.

I also wish there was more tutorial in the game, but I understand game jam game and all.

Music is really good!

Thanks for playing!

Oops, sorry about the crash!

You can't see where to go because that's as far as the game goes.  I didn't have time for any more levels, so I just put an empty room.

Thanks for playing!

Thanks for the feedback!  The NPCs do spread the word amongst themselves after you've told them, but I can see how that's not clear in the game.  Maybe it would be more clear if I zoomed out the view and you could see the NPCs talking to each other?


It's cool that you mention different crises to solve because that's where I was planning on taking the game if I work on it more.


Thanks again for playing!

Interesting game, I like the style.  And I like how the faces in the background track your cursor.

I like the art design, the music, and the puzzle-y bits.  I wish the house was more open-concept, though, I found it frustrating to move around.

Three biggest things: I wish I could pull infected strawberries to stop the spread

I wouldn't give players the healing tower icon until they buy one.  I was very confused on what that button was for.

I really wish there was a better indicator of where I was going to plant.  And outline of the target plant zone, so I don't accidentally pull up a planted plant.


I really like the farmer design and the sound effects!  Looking forward to you next game!

I agree with bartalomew that the camera would be a great place to add some polish.

I also wish that space was jump instead of shoot.

The text in the shop was difficult to read.

But I loved your pixel work!  Especially the second level boss (who I couldn't get past, but I assume the art continues to be great!)

I play the cello.  I feel your pain.
I feel like the attack rate should have been at least twice as fast.

I like the concept, but I think you need to be waaaaay more efficient with how you use the screen. I felt like I was constantly scrolling up and down.

Score: -940

"Yeah, that looks great!  I just have to edit it"

10/10, flattery will get you everywhere.

I really like the music and animations.  The background especially was cool without being obtrusive.  The only animation thing I wasn't fond of was how the character's face doesn't change when you die.  You just kinda flop over still smiling.

The gameplay is decent when I was trying to play, but I could also just outrun everything.  If the flying dogs were a little faster, or if they didn't stop moving when they attacked, I think that would be a big help.

Using puppets is a really good idea!

My biggest note is that I wish dancing in front of the boombox was a more active thing.  Maybe if you tap space in time with the music, you fill the joy meter faster?  

We ended up with similar games.  I really like how people stop to listen when you talk to them, and I like how you're competing against an opposing rumor.

First off: Woozle is adorable.  12/10, would boop.

Biggest disappointment is that we don't get to see what a Robo or Doodle Woozle looks like.  Is that what the arrow buttons were supposed to be for?  Because as far as I could tell they didn't do anything.

I'm not really seeing "it's Spreading" in the game as is.  I can see how it might get there, especially how it's explained in your GDD, but i'm not seeing it in the game here.

Spreading between people happens about the same way it does from you, just slower.  While they have a speech bubble, they're talking about it and can spread it to other people.

NES game was what I was going for, I felt like that was my level of artistic skill.

"This is turned into more of a fire simulation toy instead of a game"

A great way to make a game is to first make a fun toy!
Scrolling felt a little slow for my taste, but other than that, great toy!

Using Conway's game of life for spreading was really cool!  I wish I could have used my blocks to affect skeleton growth, and then maybe "winning" could be eliminating all the skeletons?

I spent more time on this game than I'd like to admit.

...good job.