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LeafLight Studios

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A member registered Dec 01, 2023 · View creator page →

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no problem! hope the details helped!

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i like the attention to detail where holding the jump button makes the player jump higher, little touches like that really improve a platformer! the rewind mechanic is also really cool, although along with moving and jumping and pretty much every action in the game would really benefit from some sound effects. excited to see where this goes if you do in fact continue with it!


also heads up it's typically best practice to put the .exe and .pck together and zip them for the itch upload

i wish the intro cutscene was skippable for multiple playthroughs, and i noticed that when locked on to an enemy, after killing them i was still locked onto where they were, and the camera got kinda weird at one point and pointed straight up, although i suspect its probably rooted from this issue, so that's something to take note of (i played "The_Last_Spinja_BugFixes_Windows.zip" in case that helps). the enemies could also use some feedback and actually being a threat would be good too, but at the moment they just kind of take a while to die and just don't do anything about it. i also really liked the 3d visuals! the game has a solid style to it there. nice game!

this one is really fun, reminds me of other turn based games where you press your luck or cash out. i loved the font used as well, really adds to the vibe of the overall game, and multiplayer is a really cool feature. nice game!

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it's really not the worst thing you could make for a first jam with entirely new software, and as for the fullscreen thing, i'm not entirely sure what's causing it but i know what might help (here it is on godot 4.2 but its probably the same in like every 4.x version):  

go to "project settings" from the "project" dropdown and find window settings under display

here you can find where to change the width and height (here i have it set to 1280 by 720), and what i think will help your particular problem is under stretch you can set it to stretch the whole viewport when it scales up rather than just the canvas, which should avoid having just like a gray rectangle on the side, sort of forcing your game into a certain aspect ratio.

i hope that helps! and i encourage you to keep making games and learning!

i liked this game particularly for its unique control scheme and the visuals, it's pretty awesome and it has that roguelike sauce to make me keep playing. audio and generally menus and stuff would definitely enhance this game a lot!

the game did crash on me after a bit, here's what it said in case that helps you diagnose it:

___________________________________________

############################################################################################

ERROR in action number 1

of  Step Event0 for object obj_hearth:

Unable to find instance for object index 14

at gml_Object_obj_hearth_Step_0

############################################################################################

gml_Object_obj_hearth_Step_0 (line -1)

i like this game a lot i think it's pretty awesome! the ui could definitely use some work, and it felt like the enemies moves more or less didn't matter as my actions were pretty much out of my control in the first place, but spinning the wheel is fun and the little characters all having distinct personalities makes it very fun to play and keep going, even if it seems to just go on endlessly.

it's definitely very unclear when you can and cannot vaccum up the debris, sometimes i would just be stuck going over them again and again with nothing and other times it would seem to get them before even touching the debris, i did like breaking the objects though, as well as the overall design of the roomba.

very enjoyable game! it does feel like it caps out at a certain point, the difficulty and need to spin is really only present in the beginning stages of the game, after a certain point it does kind of play itself. i wish there was more of a reason to spin in the later stages of the game. it's a fun game though, well done.

i enjoyed this quite a lot! although the movement without the spinning ball definitely pales in comparison to the movement with it, and it shows on several levels. i also think that the ui is kind of fighting itself, with the in-game hud elements and timer fitting the feeling of a fast-paced 3d platformer very well, while the level selection and main menu feels very unceremonious in comparison. ultimately the ball feels really fun though, would've loved to see more levels with it, or more mechanics that complement it. good job!

i think this game is very overwhelming, and the random towers you pull gets frustrating when you need something that deals damage and you just keep getting tar spillers over and over again, some way to upgrade towers already placed rather than placing the ones you just spun could be a worthwhile change for this. aside from balancing and whatnot though, conceptually this a really unique and fun take on the tower defense genre that i have never seen, and the potential is definitely there for something really awesome.

i really like the concept although the execution leaves a bit to be desired, minor things like the gun rotating on your turn would really elevate the feeling of the game. something like enemy intent would also be nice, even if it's clearly taken from slay the spire. the concept of a deckbuilder with a six shooter is endlessly cool though, and i think it could definitely evolve into something even greater with further development. also the little messages on the shop screen were pretty good, they infused a lot of whimsy into the game! awesome idea.

i wish there was some way to know how i was doing in a fight, and all the ones i played felt like they took a really long time. i love the idea mixing a deckbuilder with a beyblade, and the graphics remind of a ds game in the best way possible. regardless of any issues i had while playing, the game itself has so much awesome style and the name is perfect, the spinning on the menus is that extra touch that really improves it too! ultimately i think this idea and world could go really far, and i think it would benefit from continued development. well done!

audio and visuals could definitely be improved, it felt a little bit that the birds felt a tad out of place against the backgrounds in my opinion, however the game as a whole when it comes to gameplay is very fun and is a pretty refreshing puzzle game from my perspective, haven't really seen anything like it and it's a fun way to make you think about your movement.

i like the visuals, and audio a good amount, particularly the menus and ui stand out as quite good. i did have issues with basic movement, seeming to be forcibly dragged in the direction i initially moved from? could be me not understanding the system but that definitely made the game way harder than it needed to be. i'm a fan of the pixel aesthetic though and the randomized fights are pretty cool, even if the combat is extremely barebones.

despite the lack of audio and simple visuals, i still thought this was a very creative take on the theme, and as a puzzle game it was a solid challenge, each level introducing one new mechanic was done very well, there's clear game design skill on display here with the structure of the game as a whole.

i liked this a lot, i can tell it definitely has the bones of a much more in depth rpg system from the menus with the party order and whatnot, but what's there is good. the charm is definitely on point, with all of the character sprites both in battle and on the overworld being very nice and expressive while maintaining the simplicity. i think that the joke where Thaddius just walks across water is honestly pretty funny, especially when it happens the second time, and i thought that the twist with the liberator was done really well from a presentation standpoint it felt awesome. i do think that the game would benefit from more sound effects, particularly in the menus, and more songs in general. feedback as a sound for walking, adjusting menu values, clicking around, and definitely for the saving menu would help make the game feel that much better. it reminds me a lot of Franken, which i'm pretty fond of, so i'm excited to see where this project goes, there's great stuff already!

it takes a very long time to get to a shop, it would be much better if it appeared after every wave because the gameplay becomes very tedious after just a couple waves. the player is also very agile, making it very easy to simply avoid and not interact with the enemies.

good idea but incredibly difficult. if the player could change their speed in some way it would make for a much more interesting game.

extremely solid game! i got every coin and thoroughly enjoyed my time with this one. very good job!

i really really like the style that this game has, wish that it was longer!

really good use of the theme, enjoyed the atom theming as well. I do think it would be good if the game had a little more color to it, but it's pretty good for what it sets out to be. well done.

very difficult to control but that is kind of the point, some kind of brake might be nice (although it's arguably against the core game design idea) because it's very easy to just overshoot the planet lol. solid work.

i escaped! the slippery controls keep the game interesting and the difficulty of the maze isn't too much either. i like the artstyle too.

enjoyable puzzle platforming, i especially enjoyed the part with the 9-platforms and the up to 10 boxes that you could've gotten, and then towards the end how it becomes more about not having too many boxes. pretty cool!

very interesting take on the shoot-em-up genre, i like it! i do think that using the small ships attack more often than not got my small ship destroyed, so that's probably something that can be tweaked in some way, but aside from that it's pretty adept at what it sets out to do. good job.

pretty solid basics for an idle game, definitely can be improved with more visuals and audio effects but hey that's alright, the dragging around on its own is already honestly pretty fun lol. good use of the theme too!

i had a really good time with this game! i unlocked almost all the weapons on the best run i had, and i was impressed at how it was able to smoothly increase in difficulty in a fun way. the graphics and music are also very well done and i'm happy to see volume settings in the game. great game!

a roguelike deckbuilder featuring a trash can is an awesome idea! i do think it would be much more interesting if you could get the upgrades mid game. also since shooting trash goes in an arc it kind of creates this threshold where if the enemies cross it you're cooked. it could definitely do with more deckbuilding elements, but that's really my only complaint, very cool game.

insane concept for a game, definitely fits the theme lol. it's ultimately pretty barebones though as far as a game, but as an exercise in comedy it's excellent. loved it.

it feels kind of rough to play but the mechanic is really cool once you figure it out. i couldn't figure out a way to reset when i died so i just reloaded the page again,  that should definitely be something to add. that and sound settings, it is very loud with the explosion sounds everywhere. no engine is impressive, that i cannot deny, but the game feels very directionless and it's easy to hit a dead end.

i thought that the multiple gameplay styles were cool but the bombs move very fast and the enemies are quite unforgiving in the first level, and in the second its very hard to lure the robot without getting hurt in the process because both eviler and the robot move so slowly, so i didn't want to get through all of it. the cutscenes were fun though, i like the attempt.

i like the artstyle a lot in the opening cutscene and the combat system is so cool, i've always wanted to play a game like this. it does feel like you move very very slowly though, and enemies take a lot of hits to kill, overall making the game drag.

i feel like the enemies left a lot to be desired, and the bosses were ridiculously easy because they never moved whatsoever. i do appreciate the volume option, many games in this jam did not incorporate such a thing, but it helps a lot. i also thought it was very cool to have multiple playable characters, but i didn't feel the need to go back and play as both of them.

there's not enough sound effects in the game, it really helps to have them for the sake of clarity in my opinion. it also wasn't really clear what the upgrades(?) did. that being said it controlled well and the enemies were a solid threat. good job, but it could use some work to improve.

awesome game with an awesome story. i really like how it took the theme and looked at it a different way than most of these other games, where you're making personalized, unique, weaponry. nice job!

its all right, could definitely benefit from some sound settings, and the background art clashes with the sprites in a way that does not come across as artsy or intentional. the jump takes a long time and the enemies also feel pretty unforgiving, but it definitely is creative and follows the theme, so points for that.

even with running the player moves quite slowly, and enemies take a lot of hits, especially because you can only really hit one at a time with how the banana works. 

i see what you mean about level 10. is that one meant to be beatable? in any case i enjoyed the first 9 levels a good amount and you incorporated the theme pretty well into the gameplay, although the environments just kinda felt like traversing several brown warehouses. the magician theming is cool though, and the rabbit projectile is awesome.

i don't really see how it fits the theme but it's a fine simple horror game. ending on a cliffhanger in a game jam feels like a bit of a letdown, i do want to know how it ends lol.