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Ikuna Games

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A member registered Jan 07, 2026 · View creator page →

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I don't think I did a good job communicating, when I mean straightforward, I mean that the protagonist of the story obviously wouldn't choose that option, but the player of the game certainly would. One suggestion might be to have an action the player do result in that outcome, rather than a choice of what the player would most likely choose vs what the protagonist would most likely choose. I was honestly expecting the protagonist to keep choosing to ignore the friend.

I usually don't play story driven games that often, but nevertheless enjoyed your game. I hope my feedback was helpful!

Cool game and interpretation of the theme! Having the tower do AOE damage really added alot, as you could summon large groups of goblins and slimes and kill them all at once for big profit. At first, I thought the goblins not dealing damage to your tower was a bug, and it took me a while to realize they were stealing gold, maybe a more clear indicator, showing -1 gold or something would clear that up. I quite liked the concept, and would definitely like to see a version with way more upgrades and content to keep up with the ever increasing rent price!

I really enjoyed this game! One suggestion I have is maybe making it so the power nodes instantly refill your battery, or otherwise more quickly refill your battery, and keep it full until you are out of range, as I found myself just waiting to recharge quite a few times. Really cool puzzle game that interprets the theme creatively!

Nice game, I somehow managed to win with 0 stardust remaining lol.
I quite enjoyed the whole star/space theme going on, and liked the interpretation of the jam theme! One complaint is that after beating the level, pressing left click to go to the next level also shoots, and you could still take damage. If you die in this state, the game over screen blocks the next level button, so even if it retains the stardust you had when beating the level, I still found it a bit stressful knowing I wasn't safe. I really liked the star visibly changing as you lost stardust!

Cool game, really enjoyed it! I love that the memory is the cost, and that you can recover some by collecting RAM. The movements felt food, and I really felt like I was bouncing around the mazes as clippy. I think one thing you could do is make the RAM have either a faint light or faint sound, or both, so that you could more easily find RAM when low on memory. My best score is maze 7, before I couldn't find any more RAM and ran out of memory. Maybe making the exit dial-up sound range also scale with the maze would also be a good idea, as I was just aimlessly wandering around the maze after the first few mazes.  I thought this was a very creative interpretation of the theme, and really like these types of games, good job!

Thanks for the feedback and suggestions!
The gold cost for doing nothing was definitely a last-minute decision to try and make the player actually able to lose, ideally they would just lose happiness and eventually kick you out or straight up leave the village. Balancing the resources was also a bit difficult, and I agree with you, the abundant resources made the game way too easy.

Thanks for the feedback!
I think your suggestion is really good, making it more of a side mechanic. You definitely would feel more attachment and weight to your decisions, having built or more directly managed the village yourself. Glad you enjoyed it!

Thanks for the feedback and playing!
I was aiming for a more creative interpretation of the theme, and in the process think I came up with a bit too ambitious of an idea. I definitely think more special events like monsters attacking, houses burning down, and so on would make the player feel like they are way more important and that the village needs them. If I were to further develop this, I would definitely want to make the "critical" danger-level events things like monsters attacking the village!

Hey Geiiko, thanks for the feedback!
I tried messing with the resolution and scaling of the game to try and match a pixel art aesthetic better, but think I will stick to a more normal resolution and scaling from now on. I completely missed that the npcs never went into their homes! At some point I guess I managed to break that.

As for the composition, I think it would've been a really good idea in this case. I could totally have made the events using custom resources, and I think it would've been way faster that way as I wouldn't have to parse a csv file. I do prefer csv files for editing though, since the custom resources in Godot are a bit difficult to change once they get more complex imo.
Thanks for playing!

Really cool game, I really liked your interpretation of the theme! It took a while for me to figure out I could buy coffee, and even longer to figure out where the coffee was. I think this is an amazing game, forcing you to make decisions in a short period of time, forcing you to go away from the computer to restore energy, spending money in return for energy, etc. I really enjoyed this game!

Really cool game! I feel I had to put an absurd amount of plants to keep the fish alive, and spent most of my time just dragging plants into the aquarium. The surprise at the end was pretty funny, and I thought the game was quite relaxing. One thing is that my pikes kept eating each other, despite there being other fish to eat, making it take a really long time before they bred once. I quite liked the music you chose for the game and art you drew!

Really cool clicker game! Balancing cheese and money made it a bit more interesting, trying not to go bankrupt in either, but since there weren't any auto-clickers from what I could tell, or upgrades, it got a bit repetitive. I really liked the art, especially the final... rat? you recruit at the end.

Cool shooter game! I found that I somehow won right at the end before running out of fuel. The enemies also having fuel, and being able to steal their fuel was really cool! I really liked the tiny circles, and the whole splitting thing! My only complaint is how the enemies tend to spawn in the middle of the screen, which was a bit frustrating when I just so happened to be there.

Pretty cool game, I like the dynamic going on between the population and coins, you can choose a tough unit that costs alot of coins but only uses 1 population, spam low cost population units, or in-between. The mid-tier option being  ranged, basically eliminating any melee weapons, was also pretty interesting! I had quite some fun with this one, and I really like the art-style!

I don't think I am very good at tower defense games, but I certainly didn't think it would be this hard for me. I've managed to beat round 2 by mostly placing in the corners, but can't seem to get past that point :( It would be cool if  you could see the range of your towers to allow for more strategic placements. I think the health being your currency thing was basically just "your gold is your health and you die in 1-3 hits now", but the multiplier made it interesting, basically forcing you to use less towers in earlier waves to clear the later ones where things get harder. Overall pretty cool game, maybe a bit too difficult, or atleast for someone not good at tower defense games like me.

Fun game, getting the upgrades that increase coin spawn chance and value quickly made me op, I also increased my bounce height to the point where I fly by the shops with no chance of ever falling into them. While the dynamic of having to fall into the shops is interesting, I think it might be better to have them open up when you touch them, rather than fall into them. I also found that sometimes the only way up was a high-cost platform, maybe decreasing the chance for them until later on after you have a few upgrades is a better idea, as I often lost most of my coins I was saving up due to them, making the shop expensive at the start. Overall, really cool game and interpretation of the concept, I really enjoyed it!

Cool idea and interpretation of the theme! I never see why there needs to be so many different resources, and I think it just overcomplicates things. Maybe just narrow down the resources to 2 or 3 in the future if you ever make a game similar to it for simplicity and ease of understanding?

I think having the wall sliding and jumping made this way harder than it needed to be. This is more of a platformer where you need to complete the level perfectly, rather than a puzzle game, as the wall jumping adds a large timing element in that requires skills. I think actually showing the level before the player plays it through is a good idea, as well as indicators for the remaining jumps and dashes. I got stuck on level 3 for a long time, as I didn't see any reason to use dash initially, but I like the puzzle of saving jumps using strategic dashes. Unfortunately there isn't much puzzle aside from that, as the money makes it pretty clear what you need to buy, and the rest is up to the player. Really cool interpretation of the theme "everything has a cost", and I hope you continue making games!

I don't see how this follows the theme? I also don't see what the color minigame is supposed to be teaching, other than testing for colorblindness? For the word game, if a game like "dad" or "mom" appears, where there are two of a letter, only one of them works for each slot? I also don't get why the balloon minigame changes the number everytime you pop a balloon, I think it should stay the same number for a while, then have an obvious on-screen popup to signify to the player that the target is a different number now.

My biggest complaint is how dashing takes 10 health. Why dash to dodge something if you will take damage anyways? I also managed to get out of bounds by using the kickback from the charge beam. Other than that, cool game, I liked the green and red lights that gave the game some life, aswell as the sound effect for the beam.

Cool game! First time around I missed the jumpscare because I was still looking at the door. It is a bit hard to tell when there's a cutscene and when you can move around, as you are just looking at the door and suddenly can move. I do like the vibe of the static, but it doesn't feel very good to play, and hurt my eyes :( Overall, cool story, the good ending felt extremely straightforward, I think the good ending should be more roundabout, rather than the option I assume most people would choose.

I didn't notice the > in the tutorial went to the next page, would have probably helped with me getting stuck looking at the table for half my first run, not knowing that you could look up. Really cool concept, combining trash, including customers and coins. The delay in the customers made me turn them into scrap dishes before they gave me money for giving  them a scrap dish, which was a bit annoying. I think them giving you money, then waiting, then leaving would be better, as it allows the player to turn them into scrap dishes easier. Giving the customers random scrap dishes, then turning them into scrap dishes themselves seemed to allow me to beat the game. Overall, pretty cool game with a neat vibe.

Interesting game, with the cost being time and health. I don't see a reason why there is both time and health, as most of the time health is the issue. I think if you made the time limit much shorter, and only made certain abilities drain health, as opposed to just passive drain from walking, it would be alot more interesting. Instead of a maze where you are basically required to restart a few times to understand where everything is, I think a more linear puzzle where you have to balance using abilities with normal movement would be a better approach. I quite liked the game, and am sad there isn't any sound, and that there's only 5 levels.

Really cool concept, a farm sim with an autonomous farmer. I personally think the theme "everything has a cost" means "everything the player does has a cost or consequence". Most games usually have some resources and costs, and I think the theme has more to do with the difficult decisions that come when nothing is free. Therefore I can't really say this fits the theme that well, but it is quite technically impressive. I think the building systems you plan on implementing will make this alot better, giving the player more customizability with the farm. I also find the controls a bit difficult to work with, with the camera being a bit nauseating to control. Overall, cool stuff, I look forward to what you turn this into if you continue working on it!

I really like how the attacks also boost your speed. Constantly attacking and jumping is faster than just walking, and shooting coins also boosts your speed significantly! Really creative with the mimic concept. However, I found it hard to keep more than 1 child alive. It's hard to figure out which one of your children are low on hp to heal them, usually with the middle one dying out. I tried using the attack + bhopping to kill all the knights before they reached the children, using the coin shoot as a piercing weapon, and that worked but the children eventually died from not knowing which one to give my coins. Overall, very satisfying game to play, do wish the children showed their hp above their heads though.

Really cool concept, a crumbling statue, very creative interpretation of the theme "everything has a cost"! The game was very difficult, with any small mistake making it impossible, but I was eventually able to beat it. I quite enjoyed the game, and would definitely liked to have seen what you could do in the full 72 hours of the jam. 

Isaiah simply refuses to take anything I give him and sends me into bankruptcy. I've done about 50 or so attempts now and he still won't take anything. I do think the concept is interesting, and if it was expanded into a full restaurant that claims to serve vegan food but actually uses non-vegan food sometimes it would be a really interesting game.

Interesting concept, I like how every card has a benefit and a cost. I would definitely like to see different cards, and a proper explanation for each resource you have. Right now I don't see any reason why there needs to be so many different resources, it's a bit confusing. I'd be interested in seeing this project continued into a full game, and hope that there is a proper tutorial and more obvious meaning to each resource the player has. I also thought the background of the game looked cool, with the space-y theme!

Really fun game, nicely polished and feels very satisfying to play! I really like how there are the dwarves, which don't make you that much money but do dig alot if you have multiple, the geode which is really good at making money, and the player which also has some decent upgrades for making money. Once you get the chance to replenish bounces on bounce, and double all bounces, you can easily make it to the bottom even with no dwarves. Really good, satisfying game, I played it through a couple times!

Fun idle-game, while I like it that the cost to spawn balls was removed, I don't think it really fits the theme anymore. I really liked how the balls could get stuck, basically making it so that each ball feels like progress, pathing the way for the next, as opposed to just most of your balls missing the bucket. Additionally, there was quite a bit of polish, satisfying sound effects, and particles that made for a really enjoyable experience!

Cool game about every action having a cost. I don't see why you can't just spam attack to stunlock the enemies or use the coin menu to get all the coins you need beforehand though. On the last level I spent a long time figuring out the portal appeared behind me and kept searching for some hidden path to the portal. The only other complaint I have is that the actions you perform block inputs, so even if I press right click while attacking it won't register. Nice game that creatively interprets the theme as "micro-transactions in a videogame"!

Hello, neat game! I decided to do a short speedrun of the game using a couple exploits/techniques I found!

I liked the idea of being a vampire and everything costing blood. I found that you could just spam space (bite) and left click (shoot) to be invincible and kill enemies quickly. The bite making you practically invincible was a bit overpowered.

I really enjoyed playing this.  I really enjoyed buying and selling controls and platforms. Only complaint I have is that some of the levels felt too hard, and felt there were a couple difficulty spikes like level 7.