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hFurkan99

38
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1
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A member registered 82 days ago

Creator of

Recent community posts

Thank you so much! I’m really glad you liked the UI and my take on the theme. Thanks for playing!

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!

The idea of building combos on a dummy training setup and aiming for higher ranks like SS+ was quite engaging and addictive. The music was also really energetic and fit the gameplay well.

I managed to reach an S rank 😄 Overall it was a fun experience with a solid core gameplay loop. Good job!

Thanks for the game! I liked the simple concept and the visual design. You can tell there was effort put into it.

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!

I really liked the core idea of combining plants based on customer requests, and the progression with unlocking new plants through combinations felt satisfying. The visual design was also very nice and clean. Overall, a simple but well-executed concept, good job!

The gameplay felt a bit slow for me at times, and I think it could benefit from a slightly faster pace. More challenging platforming sections or obstacles would also make it more engaging. Overall though, I enjoyed the experience. Good job!

I liked the concept and the idea of progressing through different rooms. The mouse sensitivity felt a bit too high for me and made it slightly uncomfortable at times. It’s a short experience, but I can see the effort put into it. Good job overall!

Thank you so much! I really appreciate that, it means a lot 😄 I’m glad it felt more like a complete game and that you had fun playing it. Mobile is actually something I’ve been thinking about, so hearing this kind of feedback is really motivating. Thanks again for playing and for the kind words!

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 enjoyed the concept, art, music, and challenge. Hearing that kind of feedback really means a lot. And “I approve it” made me smile 😄 Thanks again for playing!

Thank you so much! I’m really happy you enjoyed the music and had fun trying to surround the bugs 😄 I also appreciate the feedback on the visuals and the game page. I wanted everything to be as clear and readable as possible, so it’s great to hear that came across well. Thanks again for playing!

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! Glad you enjoyed it that much :D Completing all the levels and still wanting more is honestly the best kind of feedback a dev can get. I’ll take that as a sign to keep building!

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!

Thank you! I’m really glad you had fun playing through the levels. That’s a good point about the mechanic; it can take a bit of time to realize you don’t need to trap them in a single square. Thanks for playing and for the feedback!

Thank you! I'm glad you had fun. Running out of webs was intended to add a bit of tension and strategy, but I'm happy to hear it still felt enjoyable.

This looks really cool! The autobattler concept is super clear and easy to understand, and I like how the connection system between components creates meaningful strategy. The idea of setting up your ship and then watching it fight feels really satisfying. Great work!

The core mechanic felt really solid and well implemented, especially how satisfying it is to build and see everything come together step by step. Great execution overall, nice work!

Really enjoyed this one! The rising lava added great pressure, and I liked how the platforms were connected in a way that made you think ahead and use them together. The interaction-based movement felt clever and fun. Nice work!

Loved the music and the vibration effects, they felt really nice! My only problem was that the ball didn’t always listen to me and went on its own adventure :D Nice work and thanks for your effort!

The platforming was a bit challenging at times, but I enjoyed the experience overall.

Had a lot of fun playing this! Really respect the work that went into it, and the core idea is very nice. I especially liked how bringing the blocks together made us stronger. Great job!

Really enjoyed this one! The idea feels very original, and I liked almost everything about it. The visuals were great too. Nice work!

Really fun game! The gameplay is simple but surprisingly enjoyable, and I had a great time playing it. Nice work!

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Thanks a lot for the feedback! I actually added an on-screen hint for the R key after seeing comments like yours, so the rotate feature is more visible now. Really appreciate you pointing it out!

Thanks a lot! Running out of webs is part of the pressure I wanted to create, so I’m glad it still felt fun overall. Really happy you enjoyed it.

Thanks for playing! Glad you enjoyed it and figured out some strong combos like Barrier + Lure. That’s exactly the kind of strategy I was hoping for.

Thanks a lot! You can actually rotate the patterns with the R key

Thanks a lot!

Hi! I’m in a similar situation and unfortunately missed the submission deadline. I already uploaded my game to itch.io. Were you able to get a late submission link? If so, could you tell me how you got it? I’d really appreciate any help. Thank you!