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happybats

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A member registered Sep 25, 2025 · View creator page →

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ok trying that later today and focus on the Axe

I got the dagger, no idea the real name but I was calling it dagger and I felt it was an amazing gun for quite a while, I felt smart for being able to make all enemies kinda line up

thanks a lot for coming back <3 there are lots of bugs connected to the way recipes are triggered we already have a fix for this and should be updating right after the jam is over, thanks a lot for recording it will be very helpful 

well now this is really good looking, don't know how I hadn't seen this game in the jam until now .. This is really professional.  it's very satisfying to shoot. The voice sounds really good, and the effects and lighting are all well done. It seems ready to be released in Early Access on Steam. 

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I love the details in the background, you included the Baobab tree and it makes me immediatelly think that there is a lore and a reason for the protagonist to be there, as this only grows in a very specifc part of the planet ... that being said I think there is some improvement to be made in the way you calculate the direction of the shots, if the mouse is too close it kinda points upwards .. but I think I should play with mouse aiming in mind perhaps

 

this has a really nice UI, very elegant in design and with nice colors, powerful vibe

I love the running animation, its really satisfying to run around and scape the machines

cute characters and setup, from the start make sme think of brotato, it is satisfying when you destroy the machines

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this is pretty cute and very very addictive,  I wish I got more weapons to protect me around me, but it was pretty satisfying to get all enemies in a line and just throw daggers at dozens of them at the same time, when I died the screen was pretty packed and I wished that I could have survived longer. Of course a lot of the addiction factor comes from the survivors formula, but there is a lot of room to innovate in that area I think, this seems to be going towards a more cute kinda vibe, and perhaps in the future creating unique weapons and enemies can make this a very unique survivors game like mega bonk did. My defeat screenshot shows how much I was trying to make enemies line up to have my daggers satisfyingly destroy all of them in one hit lol.


Thanks a lot for playing, it is very valuable to have feedback from someone who played Stacklands as well. We tried to start with Stacklands and innovate adapting that formula into a different theme with new mechanics and a more quirky vibe. Hope you can reach the top of the leaderboard.

you are absolutely right about the points you say. We know that but went out of time to fix them before the end of the jam. The automation is quite slow and sometimes buggy (a known bug is that if a robot walks pass the trash, they throw themselves in the garbage), I am also not too happy with the automation in stacklands, but I do not think our approach actually solves the issue. Thanks a lot for playing! This is valuable feedback and comes to confirm what we thought, automation in a card game is quite hard to make it fluid.

really makes me think of command and conquer. I was really digging the soundtrack and the voices

impressive cogs puzzle, if feels very satisfying to place the cogs

I won having lost just a tiny bit of health

great narrative experience, for some reason it took a while for the door to be openable. I like the minimal aesthetics, this makes me think about stanley parable in the beginning, I think this could benefit from having some cynical narrator

this made me laugh and made me interested in getting all endings, simple, clever, cute and almost terrifying. love it!

really nice visuals, the 3d and the 2d part are gorgeous! that being said I agree with folks in here that the onboarding is kinda, not so nice

very neat and polished programming puzzle game, this is so polished it could go to a store the way it is already. The art really does make you feel relaxed

The different bomb faces is cool! I like the physics platformer aspect of this, the soundtrack is also nice.

Now this is really original. I love science themed games and this even feels good to read through the stars passing the mouse through it like you were a live observatory, it is like a science themed idler that does not get you tendinitis for clicking mercilessly, love it

the map makes me think of slay the spyre but the progression is more rpg like. I like the old west like aesthetics btw

cool effects, I thought the effect of dying was so cool I tried it multiple times lol .. I see some small rectangles around the player and NPCs, also I see something happening like some squares jumping in the background, were those things intentional?

I think this could be a bit more permissive in allowing parts to be connected the wrong way and have them like explode later or have inexpected consequences for the wrong matching

maybe with some hover effects the UI could tell me that I cannot replace a card in a tower, maybe the tower cards could have distinct visuals so they dont get mistaken for normal cards .. I mean the idea is great, the UI with some work could do the job of 'teaching' how to play more naturally, using proper feedback and effects

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I like the idea of mixing cards with tower defense .. in the implementation what you need is more feedback, I had to click around to find out, but a better UI and feedback could make it more clear how to play it ...  for instance I still do not know what makes some cards not playable from time to time .. perhaps the number of cogs idk, this is a nice idea, needs more polishing though ... the tutorial is very good btw (and ofcourse I only watched it after trying the game)

Thanks for playing Redstone

Thank you for playing RhetHypo

thanks for playing Ninja <3

The gameplay is quite inventive and varied. I thought the whole game would be about the first part, but then I found myself playing a puzzle game that's moderately challenging right from the start. After that, yet another different game shows up. It's kind of like playing that game It Takes Two, its never the same.

This take on a game that involves gambling and strategy is genuinely interesting and powerful, opening up multiple channels for potential synergies and depth in the game.

this makes me think of that anime 'Planetes', I could see this becoming a sort of the orbital simulator, almost like a new area of universe simulator.

It's really fun to control these miniature cars. I find their movement quite cool.

This type of puzzle with gears is quite cool and challenging. You can imagine it having endless dimensions and complexities. 

The visuals are quite cohesive, I also like the colors, its a professional work. 

I genuinely liked these characters. I think they have a lot of personality. The main player and those enemies. The effects are quite wild, and the game becomes pretty intense.   

This feels like a complex mix that could work well in many aspects. If the commands and what exactly I was supposed to do had been clearer from the start, I think it would have been easier. I spent quite a bit of time clicking and pressing random things. In the end, it was only after I came to the page and saw the controls in the comments that I could understand how to really play. It turns out to be like those games that mix elements of RNG with strategy. It's a potential idea, but it can easily become too complex for the average player. 

It's a game that takes a bit of time to get the hang of, but once you do, it has quite a bit of depth. I believe this depth can go pretty far. I spent quite an embarassing time thinking it was a typing game. 

I like the vibe of the setting, which reminds me of Iron Lang. That feeling of being trapped in a confined space and managing the elements within is intriguing. 

The pace here is pretty fast. I started without having the slightest idea of what I was doing, just pressing random buttons and noticing those paddles moving. Eventually, I figured out what actually makes things move and also discovered that you can use the mouse to drag and rearrange the elements on the tracks to the left and right. 

You can see it in the sound design, the vibe, and the colors. Everything reminds me a lot of the early versions of Factorio. I really like it and think there's a lot of room here to evolve in this kind of retrofuturistic aesthetic, which is pretty cool.