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A member registered Aug 24, 2025 · View creator page →

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The game is a bit too easy if you get attack upgrades. I’m 4 tapping the tanks and killing the helicopters every 5 rounds in like 30 rounds from my baguette gun that unload like a gattling gun (see image). I’m not even sure if I want to keep playing with how OP my build is. Like the game is almost on auto pilot after round 14 just going left/right and holding left click… and I have soooo many biscuit bombs! Just look how many! They’re not even worth using tbh. image.png

I got bored: image.png

I really like the aesthetic of your low poly models. The core of this game is solid and I can envision a more complete game in the future filled with items to purchase/mobs to slay or hide from/sundown timers and difficulties/more islands and loot locations/etc. You should totally continue working on it!

It’s just at the moment, there really isn’t a whole lot to risk or do… the biggest risk was the first dig on the island. The performance hit and lag spike spawned a skeleton and I lost 70 HP unavoidably. Also, don’t be like me and turn in your bag full of loot to the money collector… you won’t get paid for the value of the stuff inside your bag, just the bag itself. RIP my loot.

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Actually I think I know what you mean now… so I continue going through that same door on the left/bug door and it disables the double jump for the ice map/carnival area. But the carnival area sort of requires a double jump to get to the top of the ferris wheel.

Edit: Nvm, I figured out how to get onto the ferris wheel with no double jumpimage.png

This was a really fun game, probably my favorite thus far! I might be biased since I also made a roguelike rat game. I really enjoyed the movement mechanics! At first the double jump wasn’t working for some reason, but after beating the first level on the left and trying the three doors it seemed to start working all of a sudden.

I think I did it without buying any powerups? image.png

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image.png Sorry Father, I could only get 4…

But on a more serious note, well done with the art! The gameplay of planning how to min-max Dad’s items is somewhat tricky and RNG. I don’t think I could ever get all 6 as I struggle to get 5. Also, figuring out that I could make multiple trades at a single stall was useful.

If you continue working on it, I think there needs to be an in-game tutorial for players to direct them to read the tooltips on the items in their inventory and the items they’re buying. It was very puzzling at first when items disappeared until I read the How To Play in the description.

I aim to be the best (worst?) crazy driver image.png

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Ran into a bug on the Uno Table where I couldn’t draw or play a card so I avoided it.

Overall, I like the art style and the integration of multiple mini-games into one game. This is very impressive for one person! On the balancing side, I think there needs to be more risk/gamble in the time to pay ratio. It seemed like all days could be achieved with nearly zero risk and winning by exhausting these three games every day: Mind Match, Tic Tac Poker, Beat Gamble. The Mind Match AI is actually brain dead so it’s a money printer. Tic Tac Poker seems solved by just focusing on flooding the board with one suit. Beat Gamble is just easy. I’m sure you could also mix in the Code game as it is skill based BUT it actually scaled in difficulty/length of the code and is more challenging than these aforementioned.

The games that seem RNG and should have the higher risk/reward are Uno, Stack Odds, and Black Jack as they aren’t as solved. Higher payout. The skill based games should probably cost more time and have less payout OR they should scale in difficulty. For example:

  • Memory Match: AI becomes better and actually starts remembering the last ‘N’ cards seen with increasing ‘N’.
  • Beat Gamble: More letters show up besides ‘WASDQE’
  • Tic Tac Poker: AI starts to target your valuable cards (flush draws/two pair/three pair)

I do appreciate that the game saves your progress with the continue button when reloading image.png

Thanks for playing! We tried to keep the scale close to real. I’ll definitely have to look into that trigger volume stuff with the rounds and overhaul the shop/cheese spawns. Maybe multiplayer? Idk.

I think I’m (we’re? maybe… idk about Swagnar) up to the challenge. Coming soon :tm: in 2026!

Sorry you died! I really need to tune the difficulty differently… but thanks for playing!

image.png I don’t really play a whole lot of puzzle games but I love the cute Jelly animation in the lobby screen when clicking around

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image.png Not sure how many cookies there are /shrug

WE HAVE FOOD! WE HAVE 12 BISCUITS!

RIP Gunther and Squeak

You sure about that? image.png

Thanks for playing! If we would continue working on it, we would definitely overhaul the camera/character controller first as those are Unity's starter template controller and Cinemachine camera and just felt slightly buggy/off.

This was a very fun sneaky experience! "I died" many times but finally beat it.

(P.S. level 1 felt harder than level 2)

I got 24 coins in 20 rounds, still no clue how I won

Holy! Those ants are ZOOMING

Has anyone actually beaten the hard mode? Feels impossibly difficult...

In any case, nice game! I made a similar one but didn't have time for cats/chefs/etc. 

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I don't really play tower defense games but I enjoyed beating this one! On first playthrough, I had my tab muted and the game felt like it randomly ended before I could finish upgrading everything/buying all the fence posts :( Will play again and update for sfx/music. I was expecting infinite waves until the game became impossibly challenging.

Overall, fun and pretty polished! Maybe a bit too easy/unpunishing since I was able to just plop down a bunch of turrets and drop down to 1~5 biscuits every time without a single dog making it through.

On 2nd playthrough: still ended at a seemingly random time, so level indicators for progress would be nice. Good casual music for a casual game!

Overall, a solid twist on minesweeper. 

Some gameplay feedback: I think not having the ability to 'flag' mines is a bit exhausting to keep track of. I also think the mouse should just move horizontally/vertically to the tile you click on as you're solving it (always preferring to use safe/previously solved regions when possible) instead of building a path after solving the minesweeper field. Just feels like extra work after already solving the puzzle. Or maybe forgo clicking on the screen and use WASD keys to move the mouse?

The music is superb and really gets your heart racing! Overall, great game/adherence to the theme.


If I can make any suggestions, I think there needs to be more HUD elements for telling us battery/oxygen levels. I couldn't tell if there's a difference in how long I stay at the air bubbles to catch my breath... also, the flashlight feels way under tuned with its battery life. I'd often run out of light before breath and just get lost and give up. I'd honestly prefer a full reset/loss of progress on death.