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Grim Love Games SP

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A member registered Sep 29, 2025 · View creator page →

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I enjoyed that. It was a bit confusing at first, but once I understand it was rather intuitive, addicting and made me feel powerful. 

I was hoping for more levels. Not sure how long the jam was,though. 

Unique, cohesive and enjoyable aesthetic. Liked puzzling out the placement and managing multiple resources. 

All the games that they made me play before I could play this were significantly less interesting and well made, this stands out to me, but that's not a surprise. Thank you for this experience and another chance to learn.

I'll hold onto the original mp4 video file for a while if you want it.

I liked trying figure out which one to cut with the clues and everything. I felt that there was a like of feedback, not much "juice", no sound if you won or failed and not even a different screen indicating a different result.

The clipboard starting the level is a nice touch instead of struggling to figure out what to do. You added a nice variety of wires and layouts, well done.

I like rhythm games, so I was happy when I realized that's what this was. 

There were issues with important information clipping off the side of the screen and the mouse cursor being gone between levels so it was difficult to select the options I wanted. Ended up on the first level 3 times in a row and ended my run.

The parry felt gratifying to achieve. 

Did feel as though the movement was a bit slow, maybe having it be like patopan, where successful presses increase momentum.

When I got the controls figured out a bit better, I liked spamming the gun on enemy and then blocking. That felt like it rewarded skill.

Wow, I really enjoyed that. Calming because of the music and tense because of the increasing difficulty. The  use of time as a multifaceted resource is great, nice risk/reward decision making involved. 

I used to enjoy playing plants vs zombies and this evoked some of that for me. Very well made game, although I did have some issues with my computer slowing down quite a bit. 

I was a bit confused on the controls at first and what exactly I was seeing on the screen or where my character was.

Once I figured out the controls it was fun trying to navigate, but the game was a bit too punishing.

Great premise. Very unique and I loved the voice acting and notes that appeared on the side "from....a friend".

This game is a bit tough. Explaining with a graphic or animation, how to use a rotary phone before the game began would've helped.

The art stands out, very well drawn and designed.

That was an experience. I like the tie dye effect in the background, that was neat.


The game was pretty straightforward and good for a clicker game. I didn't feel like I was anywhere near close to even starting to reverse the counter, which can be pretty disheartening, especially so early on. It definitely has addictive qualities to it.


Yeah haha, too true.

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Hey, thank you very much. That means a lot.
I'm very happy you took some time to play this.

I'd absolutely love it if you play the game I've spent the most time on and consider my best.

https://www.newgrounds.com/portal/view/1027162

"My First Fish"

There's a logging minigame, beavers, hats you can buy and wear, a fridge you can store fish in and most importantly...some scary events and cutscenes.

It's on Newgrounds because the game is waaay too big to publish here to play on browser and I have an even bigger and better update coming out soon, once I fix the bugs I created. More horror, tons more hats(like 8 different colored berets). You can battle a whale to catch it and... other interesting stuff I really don't want to spoil.

💗I love the atmosphere and the gameplay idea of collecting resources to repair the ship. 

😁The giant bug scared the crap out of me and I didn't know I could run until I just tried the button. 


😣It was confusing, and caused me to panic, when I started the game and was trying to read the tips on the top right while my oxygen was depleting. Maybe having a seperate opening screen or a layer that pauses the game while you read these things would've alleviated that. Or that's part of the design like dark souls, but it can frustrate.


😖There were some serious issues with the Audio and I was confused on how I was repairing the ship. I would just press the repair button and hoped it worked.

😕The turret looked really cool and made me feel powerful...until it didn't kill the ant or even seem to affect it at all.

😎🤯😱The screenshot of an astronaut staring into a blackhole is very good art and emotional powerful and striking. That's a great image.

ohhh...some music gently music would be a huge boost

playthrough, didn't edit out long pauses while I wrote notes on the game.

Trailer I made for one of my games.

Border I designed for the top of the description to seperate from game text if you want to use it.


And how it looks when I used it for one of my pages.


As a rule, I don't download games from this site. And have been using Nvida to play games on steam.
I'll check out your other games later, even freed up an hour of Witcher 3 to try yours and other creators games.

Looking forward to it. I am pleading sincerely, make this playable in browser. For me and all gamers.

I'm trying to get through the 10 game queue so I can play and rate this. Maybe I'll spam refresh queue until you game shows up?

Oh, you were part of the team that made Sanguine Rose!!! Please make this playable in browser. I really want to see what you've come up with now

Make it playable in browser and I'll play it, I'm protective of my system.

跟大家報告一下情況。我最終退出了遊戲創作挑戰賽,因為我不想一邊學習新的引擎,一邊還要嘗試加入中國/台灣元素。我很期待了解更多文化,也計劃在新加坡生活,那裡很多人都說普通話,但我希望以更輕鬆的節奏學習引擎,這樣既不會影響我的工作,也不會給我帶來太大的壓力。

I'm native English speaker.

Just to update you. I ended up quitting the jam because I didn't want to learn a new engine while also trying to add chinese/taiwanese elements at the same time. I look forward to learning more about the cultures and plan to live in Singapore, where many people speak Mandarin, but I want to learn the engine at a more manageable pace that doesn't disrupt my work flow or put too much pressure on me right now.

I really liked the UI pop up descriptions. Reminded me a bit of the Witcher 3 which I am playing now. Unfortunately, I felt like sometimes I was not making any progress or doing any damage. It was fun relying on my math and logic skills. Very addicting game loop. Good use of sound too.

I didn't realize what the goal was, maybe I just didn't pay attention enough to the dialogue. Having text that is differently colored and moves/animates could help bring attention to the important ideas. I love the elegance of this game and how much personal goby has. The transition to the end screen is nice too, although there seems to be an issue with sound artifacts and timing. This is much more of a cohesive experience than anything I've made recently and not a typical game. I think if you posted this somewhere you'd probably be able to get quite a few plays. Almost calls to mind the energy of Katamari Domacy for me.

Ok, thank you. I downloaded a trial of RPG Maker to make this game.


ni hao, xie xie

Ok, thank you. I downloaded a trial of RPG Maker to make this game.


ni hao, xie xie

Do I have to use RPG Maker?

Can I use Gdevelop to make the game?

我必须使用 RPG Maker 吗?

我可以用 GDevelop 制作游戏吗?

Thank you, that was very informative.
This game is great, very well done.

Looking forward to whatever you all make next.

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Your art, *mwah* (chef's kiss) beautiful. I sketched a version of your heart health gauge into my notebook and the section seperaters on the actual page below the game. 

What was your organization like? Did you guys have any issues getting organized and communicating?

It sounds like Thurapy was the creative director/lead on this. Is that accurate?
Really, I was quite surprised and played the game through to the end on my first try. It was very well paced, Just enough handholding and time at the start to get me...somewhat... ready for the last few areas.

I really want to know more about the people who made this. How long have you been making games? How many people are on your team? What was the development process like?

WOOOOWWWW!!!!!

Thank you for prompt reply

If I submit a game a few days before the end of the submission period, can I upload newer versions before the submission period ends?

Also, thank you so much. I used Gdevelop, btw. Your statement makes me feel very good, I sometimes doubt whether I'm even improving.

How far did you get in the game? Did you beat it?

Ok, thank you for the prompt reply. This is really cool.

I'm in disbelief and feel as if I misread the rules. If I submit a finished game to the jame, only submit. Ill get a free ticket? 

The level design is very nice. I like the 3D environment and the presence of a docked ship. I felt disappointed that it seemed like most of the story happened in the opening text. I know it can be tough to get even the simplest of animations and cutscenes to work sometimes, but text should be interspersed within the gameplay, not the other way...That's just my design philosophy. 

The story was interesting. If there was time to  move around and do things in between each block of text, that would've enhanced the story. Great use of music, fog effect and putting it all together into a cohesive, believable environment. 

The movement speed was a bit low. I'm not a fan of all the different keys I had to press to do what should've been the same things. I do really like the background music and the aesthetic of a red sky. I was curious about what would happen next, there was definitely some mysterious and intrigue, but the movement speed was constantly reducing my willingness to continue.

What even happens in the game? I'm curious.

I like the classic 8-bit RPG elements, and noticed that used the Pokémon damage received SFX and recreated the water gym from one of the game boy games. That was funny and interesting, but a bit immersion-breaking. 

The kill animation was very cool and stylistic. I was frustrated with the opening text-based exposition. I think occasionally changing the on screen image(s), or adding some kind of movement or SFX could buy time until the player loses patience or loses concentration. 

Once the game got going, I felt curiosity about what could be hidden in the area, I feel that the use of a flashlight helped with that sensation.

It was cool that you had stuff like a car, garden and guillotine, it really added to sense of place and variety. I, personally, would've like more interactive elements, to be able to affect things in some way, even if it was like gimmicky stuff like dropping the guillotine.

Liked the fishing mechanics. Was a bit clunky and some music and sound would've helped. The art definitely creates an atmosphere.

I like the screens that show the different parts of the game world. The music is nice too.

The fishing mechanic was cool, but I didn't know I could move for a while. Some on screen text telling me the controls when I needed to know would have been awesome (I wasn't able to include tutorial elements in my game). I felt a bit frustrated with the player's move speed in the water. The fact that you get an aimable harpoon gun is awesome and the addition of a flashlight immerses me even more and adds another layer to the game.

Well done, I enjoyed playing your game.