Thank you so much! I’m really glad you liked the UI and my take on the theme. Thanks for playing!
hFurkan99
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Thanks for the feedback! The idea of giving the player a few extra moves after each wave is actually a really interesting suggestion. It could add more flexibility and create new strategic options depending on how it’s tuned. I’ll definitely keep that in mind. Thanks again for playing and sharing your thoughts!
The core idea of grabbing items with a mechanical arm is fun, but it feels like there isn’t much structure or clear objective right now, since you can just collect everything quickly. I think it could be improved by adding some rules for what should be collected, or even a mechanic where picking up the wrong items has a consequence. That would give the gameplay more purpose and decision-making. Still, nice work and thanks for your effort! I also liked the music :D
I really liked the take on Connect 4 with the added enemy modifiers like The Blocker, Gravedigger, Architect, and Mirror. Each one changes the way you approach the board in a meaningful way, which makes the classic formula feel much more strategic and fresh.
The chip-based upgrades were also a nice addition and gave some extra depth to decision making. Overall, it was a simple base idea made much more interesting with creative mechanics. Good job!
I really liked the core idea of controlling two connected balls and switching between them, especially using the connection to deal damage to enemies. The concept felt original and fun to play.
I also enjoyed the boss variety and the level design, and the enemies felt well balanced for each stage. The sound effects and music really added to the overall experience and made the game more engaging.
One small thing, at one point an “i” icon box appeared and I wasn’t sure what it meant at first. It might be helpful to show what it does more dynamically in-game. Other than that, I really enjoyed the experience. Great job!
I really liked the core idea of being able to convert enemies to your side and turn them into allies. The card system and upgrades gained from kills also add a nice layer of progression and variety.
Overall I enjoyed the experience, but the gameplay felt a bit clunky/slow at times, which made it less smooth than it could be. With a bit more responsiveness, it could feel much better to play. Good job overall!
I really liked the core idea of transforming into the correct shape as you move forward, it was simple but engaging. The speed increase over time also added nice pressure and challenge.
I managed to reach 117 points, but at some point things got so fast that I started feeling a bit dizzy, so I had to stop 😄 It’s a fun endless concept, and with a bit more variety or pacing control it could be even better. Good job overall!
I really liked the Brotato-like structure, and the music and visuals were great. Weapon upgrades and enemies felt well balanced, which made the gameplay enjoyable and smooth.
As a suggestion, adding more weapon variety could make the runs even more interesting and increase replayability. Overall, solid and fun experience, good job!
The fast-paced gameplay was enjoyable, especially the simple chase/escape loop between the blue, yellow, and red dots. It was fun to play in short bursts.
That said, I think it could benefit from a clearer overall objective, and adding different enemy types or varied movement patterns would make the gameplay more interesting and engaging over time. Still, nice work on the core idea!
Thank you! I’m glad you enjoyed the audio, art, and gameplay overall 😄 The difficulty in the second wave is a good point. The “no turn reset” pressure was intentional to keep tension, but I understand it can make things feel quite punishing at times. Really appreciate you taking the time to play and share your thoughts!
Thank you so much for the detailed feedback! I really appreciate you taking the time to break it down.
You’re absolutely right about the outer ring, that’s something I should make clearer.
For the bug movement, leaving that information for the player to track was actually a deliberate choice. I wanted the player to stay more engaged and play a bit more strategically rather than relying on full prediction indicators.
For the “too big enclosure” situation, my intention was to encourage a more instinctive playstyle, where you sometimes commit based on feel rather than certainty. I also wanted those unexpected moments to create a bit of surprise and hopefully encourage another run. That said, I really appreciate the feedback here. There might definitely be a better way to communicate that without removing the tension.
On the UI side, I agree with your point as well. I would have liked to add more juice and polish, but I simply didn’t have enough time during the jam.
Thanks again for the thoughtful feedback, it’s really helpful!
Thank you so much! I’m really glad you had fun and that the puzzle side clicked once the mechanic made sense 😄
About the scoring and shop balance, you’re absolutely right. I didn’t really get enough time to fine-tune the pacing, and I also didn’t want to stress too much about making players struggle just to try all the cards and combos. I wanted people to actually experiment and see everything rather than feel locked out of options.
Also 939 is a solid score 👀 thanks again for playing and for the thoughtful feedback!
Thank you so much! I’m really glad you had tons of fun playing it. Also really appreciate the feedback and ideas. I’ve actually been thinking along similar lines for later-game balance. Suggestions like bugs interacting with barriers or placement restrictions between certain pieces are really interesting and helpful. Thanks again for playing and taking the time to share your thoughts!
