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happybats

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

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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. 

This implementation of a slot machine with a dungeon crawler is pretty cool. It clearly brings to mind "Slots in Daggers," which was quite successful. I think there's a lot of room to innovate in this area of games that resemble slot machines. 

The physics simulation here and the creation of machines is quite fascinating. I imagine this could have potential for using these machines in various physical challenges. It would expand the complexity of the challenge beyond just passing it; the machine would also need to serve a mechanical purpose. But as a casual mobile game, I think it meets the requirements. 

I think there's a lot of room for improvement in this Vampire Survivors-like game. One thing I've noticed is that when you're cornered, you don't have many options because the enemies have physical barriers, so you can't just move through them. 

The pixel art is pretty cute, and I kind of like the feeling of being in a game, getting lost, and having to find my way—like a good Metroidvania. I just think there are some parts here where you can only go back if you die, is that right? 

It has an interesting atmosphere, and I really liked that character. I think they could be expanded into a bigger adventure.  The narration gives off a really interesting vibe as well. 

Hey, I think this is a great game for streamers. The challenge of piloting adds a nice touch. I might even make the piloting aspect a bit harder, and adding the reactions of the people involved could be really funny to watch. 

This is a solid incremental game. There are moments when you find a strategy, like hiring employees, that seems to work for everything for a while. But soon you hit a limit, and then you realize you need to branch out into other strategies to keep progressing. It really seems to have all the elements of a good incremental game. 

In the tutorial part, I'm not sure what I did, but I can't close one of the windows. It's dark and I can still play, but it has this overlay on top. I don't know what I'm doing wrong.  Oh, I figured it out. If you don't close the first pop-up right away and a second one appears, you can't close it anymore, and the whole game stays kind of dim, as if that first overlay is still there.  btw if you get to this corner here you get stuck.

I like how it has this vibe. It has a mood you can feel with that music in the background.

I took on this project because I found its visuals quite charming and interesting. However, when I click on "New Island" and enter the name, it freezes. It's not loading at all. I've tried several times, but I can't get it to load. I'll come back to it later to see if I can finally get it to work. 

I find it quite charming. I really liked the main character, especially the way he moves. The setting reminds me a lot of the game Blood and Bacon (all in a farm). I must admit that I walked around, tried watering the plants, attempted to pick up objects, and tried doing many things, but I still haven't figured out what I need to do. 

This game is quite well-made, with a very careful tutorial that informs you step-by-step. However, I would prefer if it didn't constantly instruct me on how to do everything and instead placed me in a sandbox, allowing me to solve things independently. Alternatively, having the option to skip the tutorial would be beneficial, as some tutorial steps are unnecessary for tasks that could easily be figured out through exploration. 

This concept has the potential to be quite powerful. I was hoping that you, as a printer, could do things beyond a typical printer's capabilities. It would almost turn the game into a reverse horror experience, where you, as the printer, discover how to access the internet and incite wars worldwide to fulfill your mission of printing more papers. 

I feel like the vibe of the game could change at any moment. I appreciate the drawings on the wall; the art style has a charming, almost childlike quality, reminiscent of chalk on canvas. I enjoy the characters depicted on the walls. The puzzles have a nature that makes them relatively easy. I found it difficult to make mistakes on the battery puzzle. Similarly, the puzzle involving clicking on items was straightforward. However, I am unsure if I fully grasped the concept of the button puzzle or how it operates.  This is a game I want to try again to see if I can get through all the parts and to find out if it changes or surprises.

my favorite drawing


I am almost sure it would not work on the phone, we should have implemented it to work with touch, so I am quite sure it will not. Thanks a lot for playing, if you happen to test on the mobile, send us a comment to see how it was.

The music is quite endearing, and the vibe is pleasantly cozy. It has an intriguing quality, though there is ample room for improvement. Incorporating effects and perhaps smoothing out the transitions would enhance it. As it stands, one hardly notices the sudden drop, and suddenly, you're at the end. It's not immediately evident that this area with grass is actually a cliff and not something you can step on. 

My friend, I found this genuinely intriguing as a casual gameplay experience. I must admit that when I first started, without reading any instructions, I couldn't grasp what was happening. However, after reading that it involves swapping the pivot, it became much easier to understand. I believe it holds considerable potential. I'm not sure how it could evolve into deeper gameplay, but as a casual game, it seems to meet expectations. At a certain point, quite unexpectedly, the music stopped playing. I'm not sure what happened; it seemed like a bug. Additionally, one aspect was unclear: you see a saw of that magnitude, seemingly capable of cutting through a variety of materials, yet it can't be used on a tree. I found this somewhat counterintuitive. I would have liked to be cutting through all sorts of things with that saw. 

It can be somewhat challenging to grasp exactly what is happening, yet the Windows XP aesthetic is spot-on. Additionally, the sound, the overall atmosphere, and the camera effects create an engaging experience that invites you to spend more time exploring and understanding what’s truly unfolding here. For a game jam, I don't think there's enough time to delve as deeply as this project seems to require. 

I believe this could become quite interesting with some cartoon-style effects and sound effects as well. The art is already quite nice and gives off a somewhat cartoonish vibe. 

This is an interesting take on an incremental game. I like the idea of running these contraptions. While I find it quite potential and entertaining, much like any incremental game that is quite addictive, the act of spinning that wheel becomes a bit more tedious than it would be if it were just a simple click, as is typical for traditional incremental clicker games.  The sound and effect of the spinning wheel are quite intriguing. I'm not sure if it would be worth exploring ways to avoid continually dragging or if, after some time, one gets accustomed to the act of dragging instead of clicking. Either way, I see a lot of potential here, and the vibe is genuinely engaging. 

I appreciate the minimalist aesthetic. This approach to a snake game holds considerable potential for expansion as well, I believe. 

I thoroughly enjoyed the physics aspect of the piece, and it's intriguing how it generates contrasting moments between the seriousness of the music and theme, and what's actually happening with the physics simulation. This contrast adds a subtle touch of comedy, enriching the overall experience. 

it is really hard to rotate things ... That said, I appreciated the atmosphere and the chosen art style here. It creates a genuinely intriguing vibe. 

I really enjoyed this game. I'm not sure if it's just me, but I love games that are satires of a real life. It reminds me of that other game called 'Another Adventure'. I appreciate the intensity, embrace the chaos, and relish the madness of being given tasks that are practically impossible. All of that culminates in a sense of frustration that transforms the game into a medium for conveying a narrative. It conveys the emotions of the character in this narrative through frustrating gameplay, and I find it remarkable. It's simply fantastic. Good stuff!

I appreciate the potential for narrative integration within the concept. I liked that the Boss has a unique identity, and the character also seems quite interesting. These storytelling elements could be further explored throughout the progression of this bullet hell. 

I also felt the absence of some juice in the effects of the projectiles, as it would provide a more impactful sensation to the character's actions. 

The fact that it is a person and not a ship creates a greater closeness with the character, making small sections and narrative capsules even more significant. 
btw I do not have the skill level to be able to kill this boss lol.

I appreciate the potential for economic simulation, and I have explored something similar in my own game. However, the onboarding process here could be more straightforward, as I found myself quite disoriented at first. It does give off a bit of an incremental game vibe in the beginning.  As an economic simulation, there is significant potential for evolution. I appreciate the idea of abstract elements that you've incorporated into this game. I believe it's important to continue using these abstract elements but to enhance the complexity. Additionally, a more detailed tutorial or onboarding experience would be beneficial.