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Breeze

6
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A member registered Feb 17, 2026 · View creator page →

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Hmm that is strange, it should just be 'R' and you should be able to press it even before you died. What browser are you using?

Hey Helperguy, I think what you described might be what we currently have? If you throw the hammer into the wall (once fully charged/in range of hitting a wall) it should slam into the wall and you have like half a second to click to pull you towards the hammer. You can kinda click and hold before as it reaches so it feels better and makes it easier.  Also you could go the pause settings menu and switch the left and right click if that feels better. If any of those helps let us know and if I am misunderstanding this also let me know lol.

This game is super neat, I really love deck building and this is a very good take on this genre. It honestly feels like a full game already and any suggestions would be just to add more content. It is really good with how it is, I would hope to see more passives and abilities to allow you to spin the lanes more than once or more CC abilities. With more levels, if it gets harder and more complex, this system seems like it would benefit from it. I am very impressed with what you have and will for sure tune back in if you make any updates.

This game is super neat, I really love deck building and this is a very good take on this genre. It honestly feels like a full game already and any suggestions would be just to add more content. It is really good with how it is, I would hope to see more passives and abilities to allow you to spin the lanes more than once or more CC abilities. With more levels, if it gets harder and more complex, this system seems like it would benefit from it.

I really like this game. I mess with the visuals and the overall design choices. I especially like the titles that give passives, which made the game very appealing to me. “Lovestruck” is my GOAT, highkey the only way to make a really strong build without being debuffed to death.

I do wish there were a bit more passives to create more counterplay, or at least a way to tell the player which abilities were used so they can switch to that passive or understand a better way to improve their build. During my first playthrough, I didn’t really understand the complexity of the different builds you can make in this gambling chance spinning-wheel, rock-paper-scissors battling system.

That said, I think if you added different bosses and even more stacking passives, you could easily have me hooked for hours. Hopefully, you do more with this or work on another cool project. Keep up the good work.

I think this is a very solid base for sure, with some sounds and little bit more complexity in the systems to make it harder, it would be even more enjoyable. I like the visuals and vibe, I think if you added some pickups/powers that affect your wheel spinning odds and/or the enemies debuff your wheel to modify/remove your abilities then it would be a valid step in the right direction. Very neat idea though and I see a lot of potential.