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korusagi

110
Posts
6
Followers
15
Following
A member registered Mar 31, 2026 · View creator page →

Creator of

Recent community posts

Oh, I see! 😂 That makes a lot more sense now. Yeah, the game ended up being a bit heavy because I made the entire level as one really long scene. 😅

Wow, you actually made it to the end of the map? 😂 I stretched it out so much that I thought it would be pretty unlikely for anyone to reach the end. And yeah, I just realized I forgot to add a fullscreen option—that definitely would have helped a lot.

Thank you so much! I really wish I had been able to add more improvements to the game—I also felt it was a bit empty. I definitely fell short on optimization as well, but I'll try to improve it later.

thank you 😊😊

Is this game complete? Man, it’s really well-made and polished, extremely fun. I’d say that if you made a mobile version and released it on the Play Store, people would definitely buy it. Congratulations.

What an incredible game, it's addictive and really hooked me; it makes me want to play more. They could add a bit more variety, but that’s no big deal. The game is great, congratulations, it turned out amazing.

I loved the game; I found it really fun and the art style turned out great. Congratulations—you did a fantastic job in a short amount of time.

I loved it; the game turned out really fun. Congratulations.

Whyyy? Why is this game flying under the radar? Why isn't anyone reviewing it? Man, the game is incredible. It only has one issue: the controls are tricky because the mouse doesn't always stay fully focused on the game—sometimes it drifts out—though fullscreen mode fixes that. Also, it's pretty tough, but the game is amazing. Congrats!

I got the impression you weren't too proud of your game—maybe because it was your first time in the micro jam—but man, it turned out really cool; it's kind of like *Subway Surfers*. I didn't spot where the prerequisite fit in, but the prototype is great, I had fun with it.

I loved the concept of your game and thought it was really cool how you incorporated the theme and the requirement, impressive work, congratulations.

https://mega.nz/file/MhcEwRKY#ySjrm-ZHTzbY-Xh5_kj0_HC5kAxV2gOp8GQjZYcO9Ng

archive game for download

It breathed new life into the game; the pixel art looks really beautiful when viewed at a larger size.

Even the explanation was amazing—you've gained a follower lol.

The art is absolutely beautiful, the gameplay is fun, and I loved the character. I did think the plant would grow in the sunlight—that would have been really cool—but it's great as is. Congratulations.

Okay, I wasn't expecting this game—or to find myself wanting to win a game where I didn't even fully understand what to do. I just tried my luck and got hooked lol. Congrats, it turned out really well; I'd love to see it finished.

I liked the game; it's fun. I had a blast with the bug that makes the boat stick to another boat and spin around.

The creator scares me a bit—either they're a genius or completely crazy. I don't even know what to say about the game; it made me feel stupid. It's undeniable that you pulled off something I couldn't have managed within the jam's timeframe. Great job—even without fully understanding it, you created something that deserves praise.

I think it strayed a bit from the game jam concept, and honestly, a screen size smaller than a Game Boy gave me a headache. I feel there's potential there, though—just increasing the window size would make a huge difference.

I tried, I swear, but it wouldn't run; there was an error, but I couldn't see what it was because the window kept disappearing. I'll try again later, and if I manage to get it working, I'll come back here and share my thoughts.

What great work! The game is polished and very fun, plus the art is excellent. I really enjoyed it—congratulations.

Thank you very much for the feedback. I did the best I could—I wish I could have done more—but I'm glad you liked it.

I really didn't have much time to work on it; I ended up doing it at the last minute, so I didn't have time to polish it or add a few extra cues. It definitely looks a bit thrown together, and I was pretty bummed about leaving the project in that state—but thank you so much for the feedback; it means a lot to me.

I was racing against the clock to make improvements and finish everything on time—I had less than 24 hours to do it. I'm bummed that I had so many other commitments; I would have loved to dedicate all my available time to this game, but thank you very much for the feedback.

yes, it's me lol, thank you very much

Soluçao rapida pra todo jogo no godot que vai pra itch io, vai em projeto/janela e coloca canvas viewport no tipo de escala e quando exportar so deixar em adaptativo, testei com todo formato, sempre escalou sem cortar nada, nao importa o formato da visualização.

Primeiramente obrigado pelo comente em ptbr kkk nao preciso jogar no tradutor kkkk
Muito obrigado pelo feedback, quando vi a possibilidades de por os tres botoes no arcade resolvi deixar o jogo num formato que seria quase para celular para se viavel jogar no celular e no pc com tranquilidade, e sim, joguei no trono quando fui testar kkkkkk 

That's great, welcome back! 😂 You're right, I did go overboard; I should have realized that when I was struggling with it myself 😆. I'm thinking about polishing it up and breaking the game down better once the jam is over.

I thought the design was really cool and cute; the gameplay is good, and you can tell you put a lot of work into it—and wanted to put in even more. It’s impressive to have done this in that timeframe—congratulations! If you can, take a look at mine too!

Thank you so much! I’m on a journey to learn game development, and the feedback shows just how much I’ve improved.

I love creating intros for my games, since I’m a designer, and finding unique ways to sprinkle in references and tips.

I still have a lot of room to grow, but I feel like the effort is paying off. Thanks!

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I ran into two bugs: in one instance, the ball didn't come out of the launcher, and at another point, it got stuck against a wall, but these were isolated incidents. This is clearly a great way to play pinball. I found the gravity mechanics a bit confusing at first, because I'm kind of a dummy, lol, but I loved it once I got the hang of it. Congrats on the game! If you can, check out mine too.

It reminded me of the game Papers, Please; it’s not my favorite genre, but that doesn't mean it's a bad game, it’s very creative and interesting, and you even included a translation. Congratulations, it’s really impressive work.

Just two small issues, they didn't ruin the experience, but they might be annoying for some: the menu buttons are a bit buggy (you have to click slightly above them to select), and the game doesn't scale to fit the browser window. Aside from that, the game is great. Congratulations! If you have a moment, please check out my game too.

There are 3 unique bosses, but the game keeps building on itself—swapping colors and adding more enemies endlessly if needed. I actually thought about making the bullets bigger, but I was running out of time and ended up forgetting lol. Thank you!

Achei muito divertido, parabens pelo game!

What a cool game, man, simple, cute, and challenging. I really enjoyed it; I was a bit confused at first because the character follows the mouse while moving, but I really liked the concept. Take a look at mine too.

I liked the art style but didn't really understand the game, feels like it had a lot of potential and that you wanted to add more things, and it ended up not quite meeting the prerequisite, but congrats on the game!

Incredibly simple but really fun!

I actually added the bosses shooting diagonally because of that, and in later stages the regular enemies also shoot diagonally making that trick harder, I just should have made it a bit shorter, it's 10 waves before each boss haha!

It's a bit buggy but making a game in Easel isn't that easy yet, at least not for me, but you could still get the idea and it turned out cool, congrats!

Thank you for the feedback! The small screen was a deliberate choice to keep the arcade cabinet feel, and it was also sized so it could be playable on mobile too, but I totally get that it makes things harder to see!