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immutableman

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

Creator of

Recent community posts

Thank you so much! I'm glad you were able to complete all the levels, that actually means a lot to us.

Great feedback on the aesthetic. Thinking about it a bit more, I agree with you that leaning into the more flow-y nature of the movement could have been a better fit for the mechanics. I have a soft spot for the ending my dev partner came up with, though :)

Totally unique idea with cool twists and challenges. Well done! I especially liked how the visual after image helped me navigate for a bit while I was trying to visualize the maze. Only thing I disliked was when red dots spawned very close to me at the beginning of a round.

Love this idea. It's very simple, but it's so strongly on theme and it felt quite satisfying to get the ebb and flow of the waves.

Amazing! Lots of polish across all areas. Really, everything was excellent, but I'll specifically call out the level design. Innovative and intuitive, and great base difficulty with optional challenges.

As a minor point of feedback, I wasn't able to finish the game. I got stuck in one area where there was a drop that was telegraphed by runes.. that didn't respawn... so it become memorization =(   That didn't take much away from my overall enjoyment, though!

thanks for playing! 

Very impressive idea and theming. I love the style and humor. I don't think I have the brain to figure out how to combine the waves though, I was just guessing =O

Nice work! Gave me some Half-Life vibes. I also had a bit of trouble with the lighting, seeing both guns and enemies. I also ran into as where there was 1 enemy left in a wave, but I couldn't find it in the town. Overall, though, solid controls and satisfying carnage.

Thank you! Hopefully the deaths gave you a laugh even though the levels can be a bit brutal.

Thanks! Agree that the difficulty is high. If we had more time, we'd probably have 3-4 more levels that introduce the concepts and checkpoints. But I was happy we got it done in time!

Thanks! Appreciate the play and kind feedback :)

I dig the music! Nice!

Overall I felt like this was a great jam entry. I do wish the theme was stronger, but the idea of the beat is interesting and you added a lot of details and polish to the gameplay.

I loved the end-of-round/fail messages, made me laugh out loud. Nice job!

This is a great take for the theme. The basic loop is straightforward but really does feel like collecting shells and avoiding getting splashed. The speed powerup was a nice touch to add variety. Great job on the graphics as well!

Tried pressing space in full screen, that didn't work either. I wonder if it's a resolution issue?

Thanks for sharing your work! It was pretty satisfying to save the animals, and an interesting cross-over theme between space and animal rescue. However, I didn't find the connection the jam theme.

Simple but satisfying! Cartoony graphics and enemy audio were a humorous touch. Would be nice if I could hold a key to fire on cooldown (to avoid mashing). 

Hi! I'm attempting to play this game, but when I load I can't click on Play. It just gets stuck at the menu. I don't see any errors in the browser. Are there any specific system requirements?

Oh, thanks for letting me know. I found several issues and thought I had tracked them all down, but I must have overlooked something. Really appreciate the feedback and thoughtful words.

Cool idea! It kind of feels like an action version of the card game Set.

Some vague ideas:

- obstacles that the player has to switch layers to avoid

- time-limited pickups that offer better rewards

- powerups that give temporary bonuses

Or, more gamified:

- An excursion loop where you go out to collect, then return to dock where you spend. In addition to crew, you might upgrade your ship, buy new tools, or unlock new areas

The cute rabbit drew me in! I had fun learning the different options. I did wish there was a more end point, but I liked some of the ways it connected to the jam theme. It really felt like time was passing differently!

Nice job! You did a great job of hitting the theme, and creating a connection between two characters in a short amount of time.

Cool ideas here! The pacing of the puzzles is great, and the interaction between the mechanics are thought-provoking. It felt a lot like the puzzle sections of Zelda games. Nice work!

Thanks! Part of our goal was to balance the "unexpected connections" theme with the game's difficulty. Given more time, I think it could work really well. One of the other posters pointed out that creating alternative recipes for each key element would help a lot... we did a bit of that, but I think even more would have gone a long way to make the difficulty closer to the intended feeling.

Loved the voice acting! It stood out among all of the entries. I got stuck somehow in the gameplay, where nothing was spawning. I was also not sure if the color of the bullets was just cosmetic, or if I was supposed to shoot things with matching colors.

Super fun! Love the graphics and sounds, and the "hook" is clever and well executed. It's fun to imagine all the different kinds of challenges you could add to the core loop. Quite polished, and it's quite impressive to see this running in a browser, too!

This is a super interesting idea for a strategy game. I was surprised at how much I liked the "wind" mechanic, and how it forced me to think about placement in a new way. I also loved the idea that the cats' communication with Morgan was delayed, and their day-to-day routine wasn't completely in sync with the "greater force" at play.

With a bit of UX polish, I could imagine playing this for hours! A few small suggestions... It was hard for me to know if a cat was currently selected. I also had trouble knowing if I could gather from a building or not. Also agree with some of the posters that a "starter" area of some kind would help. I wanted to explore the mechanics, but felt bad when that meant I lost a cat (or the run lol)

It was really rewarding to explore the mechanics, amazing work!

Glad you enjoyed, and thanks for playing :)

Thanks! It's awesome to read about your experience with the game, very fulfilling as a creator =)

Thank you for playing! So glad you enjoyed :)

Thanks! We optimized around quick combining, but thinking about the randomness, I'm imagining an opt-in "cutscene" that gives a bit more flavor and juice for combining. Maybe for the sequel =D

The character art and animation is great! I also loved the intro and environment art. Great job!

I had to give on beating even the first area--getting through some of the spikes was frustrating, as I struggled with the keyboard controls and the hit boxes. But the world drew me in to keep trying regardless, so kudos =)

Nice job connecting the story to the mechanics and theme. I definitely wanted to know more about what was going on and who the characters were. I didn't know they were Jungian archetypes until I read the other comments! Cool idea!

Bugs made it very difficult to clear the Doll stage, but I enjoyed what I was able to play.

Wow! There's a lot of game here! I keep feeling like I'm right on the edge of understanding how the pieces could fit together before something goes awry. I like the confusion mechanic both as a way to meet the theme but reduce the feeling that the game is purely about optimization. I love the "inventory" as a way to learn about the 'game pieces' were, how to get more of them, and how I might spend them.

This is an interesting idea for a shooter. I definitely was starting to get the hang of it after a bit. I felt like I could play it in different ways and get rewarded, which is a tricky thing to pull off in a short demo! Awesome job getting this to run in a browser!

Amazing work! You do a wonderful job of balancing the feeling of stress and need to reach a goal with a cozy aesthetic that makes me feel proud to succeed. The art and sound are a perfect match for the game. The gameplay is quite fun! Its quite impressive to make this in just a month! It reminds me a bit of Potionomics, I recommend checking that game out if you haven't seen it before.

Thanks for sharing your game! I'd love to know more about your experience as beginners. Did your team share responsibility for all aspects, or did you each have focus areas? I'd love to see the credits!

Nice! Solid execution across the board, with gameplay, art, and theme all connecting quite well. The use of the "desktop" as a way to explain what's going on is quite slick... I always felt connected to the story and the game, and knew what to try next.

I love seeing games from new creators. The premise is thought-provoking for me... when Morgan gets lost in some song, I can help bring her back to the present. It reminds me a lot of some IRL techniques to try to become present. Thanks for sharing!

Thanks for playing, and for the feedback :)