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h3ptagon

44
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A member registered Apr 10, 2025 · View creator page →

Creator of

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(1 edit)

Thanks a lot for playing and for the feedback!

There is one mutation with infinite scaling, the coin value multiplier. Once every other mutation is maxed, it will automatically be applied when you divide. However, it is not very obvious that this happens. I should added a strong visual indicator for this. You can see the change in the UI, but as others have mentioned, it is too small. Definitely something I will change in a future version, thanks!

Really cute and fun game! I especially like the sound design!

Great job!

Very cool game, had a lot of fun! Great implementation of the theme, visuals and sounds are also nice! A minor improvement would be an increased apple respawn rate or a hint that they respawn at all (at some point in the beginning of the level, I thought that I was stuck without an option to restart the game, until some time later the apple respawned).

Good job!

Really cool, cozy game! I especially liked the visuals and the cars driving through the streets! The controls and city building mechanics are well implemented, the only thing I would have wished for is an automatic street tile selection, based on adjacent tiles.

Great job!

Thank you for playing and for the feedback!

I agree, there should be a mechanic to fight back! Sadly, I realized this too late during the development process.

Happy that you enjoyed it, thanks for playing!

Thanks for playing, happy that you enjoyed it!

Thank you for playing!

Thank you for playing and glad to hear that you enjoyed the hit sounds!

Thank you for playing and happy that you enjoyed it! Getting physically bigger when consuming food would be an interesting mechanic indeed, especially how this would change the difficulty!

Thanks for playing, happy that you liked it!

Thanks for playing and for the feedback! I agree, the player stats might be a bit be too small, I should have added a setting to adjust that!

Thanks a lot for playing and for the feedback!

I also really like the idea of being able to fight back against the mold! I realized that during late stages of balancing, but could not come up with a satisfying solution in time. I was a bit stuck on wanting a highscore system, while keeping the coins in the game - I did not think of using them as another research/upgrade currency and using something else as highscore metric. I really like your idea of utilizing the coins for persistent upgrades, thank you! Maybe I'll implement this after the jam, changing the highscores to something time-based.

Fun game with cool, well-implemented mechanics! I also like the simplicity.

Having a few sound effects, for example when consuming food, would be great!

This is a nice, chill game, fitting very well to the theme! I especially enjoyed the audio and the leaf particle effects, which are great for the cozy autumn feel!

It was also great fun to upgrade everything to the point where the numbers stretched across the whole screen!

Well done!

This game is amazing - great concept, well implemented and very polished!

I really enjoyed coming up with idea synergies and it felt very rewarding when they worked!

Great job!

I really like the autumny vibes and the concept! As others already mentioned, the difficulty increase that coincides with mycelium-growth is amazing!

Quite difficult overall, I feel like the hit detection between the player and the moles could be a bit more forgiving.

Great game!

Nice, this is quite motivating, I will let you know when the updated version is ready! (might take a bit though)

And thank you for the kind words about the difficulty! I personally also enjoy how the difficulty progresses (especially being quite weak in the beginning), but then again, I made the game and therefore likely tuned the difficulty to a level that I like. Anyhow, I aim to change the mechanics a bit, with the goal to not lower the overall difficulty, but to nerf some features that feel unfair, like the excessive target tracking of the enemy projectiles. There will be other mechanics that will compensate for this loss of difficulty though, hehe.

I love the atmosphere that you create with these amazing graphics, VFX and sounds! It was damn spooky to explore this ocean full of ice and nothingness during the thunderstorm!

Really great job on the game!

Thank you for playing and for your feedback!

The enemy projectiles indeed track the player too well. I will change this behavior after the jam is over, greatly restricting the rotation speed of the projectiles. I was also thinking of making the rotation speed scale with the number of nearby towers - i.e. close-by towers help in guiding the projectiles.

Thanks a lot for playing and for your compliments, I'm glad that you enjoyed the game so much!

Your summary of the gameplay is stunning - it captures the concept that I designed the game around amazingly well!

I will work a bit on the game after the jam is over, adding all the things that I originally envisioned having in the game (and also doing some balancing).

Again, thank you very much for sharing your impressions!

I really like the concept and had fun solving the puzzles! And this game is amazingly polished, great job on that!

I have a minor point on the aspect of using trilateration: I found the solution for most levels to be positioning two of the cubes directly next to each other at a certain spot in the level and then just moving the remaining cube to solve the level, which would rather resemble a ray between two points.

But definitely was having a great time playing your game!

The dialogs are great, definitely had a laugh! The atmosphere of the game is neat and I really liked the bison escape mechanic for some extra difficulty!

It was fun to smash birds, bisons and asteroids using this awesome collection of weapons - great job on the game!

Thanks for playing and sharing your impressions!

The sinister eye look actually happend quite unintended when I exchanged the player model from a box to a capsule. But I also liked it, as it gave a more villain touch to the player.

Very nice game, it captured me right from the entry scene! I particularly like the graphics and music! And kudos for the smooth camera controls.

On thing I would recommend is preventing boulder placement close to the ham, as one can easily win a level by just placing boulders around it.

Nice game! I like the idea with the unlockable areas a lot, the audio and the graphics were also nice! Sadly I lost quite a lot of resources in the beginning, as I did not realize that there can only be a single item on the ground at a time.

Great game! I like the concept of being the temple and fending off invaders, was fun to play! The sounds are also amazing, well done!

I really like the concept and execution of it. It was fun to solve this short investigation and it was nice to get some lore from the diary entries! Definitely has potential, I would love to play a longer version of it!

Cool concept and I really liked upgrade system. Buying the Borealis Blast and just upgrading the damage lets you annihilate the intruders - that was very fun!

Great work!

Very fun game, especially with the hilarious sounds (the ship sinking sounds are my favorite) and the "rum modifier"!

Congratulations on this great entry!

Really cool artstyle and I like the system with the allies - satisfying to watch them shred bats in the later stages of the game!

It was a bit hard to hit the bats yourself, but overall I liked the game!

Great concept and nicely implemented! It was very satisfying to to wriggle through crowds of people while having the boost activated - the controls feel amazing! The music was on point too and I liked the boost effects.

This is a fantastic game, great job!

Thank you for the kind words!

I really enjoy implementing procedural generation and for this jam it fit quite nicely for what I had in mind. Retrospectively it might not have been the best decision, as I spent way too much time on tuning diverse parts of the world generation system.

I am happy that you liked the effects - I would have loved to implement more effects, especially for the boat and for the enemies!

What an amazing, creative implementation of the "A Capella" wildcard! Really loved how my terrible, but funny, imitations of diverse sounds fill up the world with time.

Great work, had a blast playing your game!

The sounds and graphics are amazing, and I also like a lot how the menu is part of the actual gameplay.

Was a fun exploration experience, really cool entry!

Really amazing sounds, especially the music- superb execution of the "A capella" wildcard! I also like the concept and the art style, it was fun to play.

Would have been great if you could restart the level without having to reload the whole game.

Beautiful art style and I love the sounds! It think it's a very cute and enjoyable game, with great implementation of the theme.

Only the jump charge up could have been a bit faster.

The art style and visuals are amazing. Also, I really liked the music and sound effects.

Great game!

Thank you for playing and for your comments!

I also think that highscores would have been a great addition, especially combined with the daily levels. They were actually planned to be a feature, but sadly due to lack of time, I could not add them in the end. But maybe a little revamp after the jam is over will fix this!

And glad you liked the sounds! I do not have much experience with sound design and I really had a blast making a capella sounds for the game. Also fun to use a single sample for different sound effects by simply adjusting the pitch.