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Leo Kuo

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A member registered Jun 11, 2020 · View creator page →

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Thank you so much for the thoughtful and encouraging review — it means a lot coming from the Phaser Studio team! 🙌

I’m thrilled you enjoyed the balance mechanics and the Ma’at theme; Egyptian mythology was a big inspiration, so I’m really happy it came through in both concept and gameplay.

Totally hear you on the need for more health recovery and ways to support longer runs — it’s a great suggestion, and something I’d love to explore in future iterations. Maybe through new effect cards or other collectible items to add more layers of strategy and depth to the game. 

And yes — adding more Egyptian gods as bosses or special events is definitely something on my dream list!!

Thanks again for playing and for such an insightful review — I truly appreciate it!

Thank you so much! 🙌

Balancing everything to make right combos is exact the experience I want to create! Super happy to hear that. Really appreciate the kind words about the art too!

Thanks!! 😄

I was aiming for a roguelike feel, but yeah — a level restart option could be a nice QoL feature. Might explore it in the future! Thanks for suggestion.

Thanks a lot! Glad you enjoyed it — especially the art and tutorial! 

Thank you so much for the amazing feedback! 🙏

I’m really glad you enjoyed the details — especially the intro and the card/narrative elements. Super happy to hear "YOU ARE JUDGED!" landed well 😄.

More cards are definitely something I’d love to add if I continue working on this in the future!! Really appreciate you taking the time to play and write such thoughtful comments. It means a lot!

I'm usually not great at platformers, but this one had just the right level of challenge—it’s one of the few that I actually had fun with! Great job. I really  and all the areas to explore. 😊

Cute game! The music and sound effects are very pleasant. One small suggestion: the truck could stand out a bit more—right now it blends into the background and was a bit hard to spot at first for me XD

Nice concept and great art style! It's a pity there's no music or sound effects, and the theme of balance isn't very clear. There are still a few bugs, but the game shows a lot of potential. Adding more weapons and stats could make it even better!

Fun game! I think it will be more fun if adding some levels for user to challenge!

Well polished game! Every aspect of the game is really well done! I think it would be even better if the UI displayed enemy HP and the jackpot value more clearly—small touches like that could really enhance the experience. (My game also has a jackpot mechanic, feel free to check it out!) Great job overall!

I really enjoyed the art style and setting of this game—it's super cute and charming! The music and sound effects are also spot-on, and the overall experience fits the theme beautifully.

I think it could be even more delightful if the townspeople had some interactions or story elements tied to them. Adding a bit of narrative could bring the world to life and make it even more engaging. I'd also love to see more variety in the card effects—this could open up different strategies and add another layer of depth to the gameplay. Great job overall!

The visuals are super cute, and the concept is nice! I especially loved the adorable crops on the farm—they added a lot of charm to the game.

SUPER FUN! The mechanics are incredibly fresh—definitely one of my favorite games from this jam! I really loved the system where players adjust the difficulty of opponents, with greater risks bringing better rewards. The game isn’t just about balancing stats during combat, but also about strategically managing the overall challenge, which adds a lot of depth. The music and art are also spot-on, perfectly capturing the dungeon atmosphere.

In terms of design, I especially enjoyed the item placement system and the way effects can be triggered based on how items are positioned. I’d love to see more of these synergy-based mechanics in the future!

The only thing that might need some tweaking is the variety of rewards. Sometimes I encountered enemies later in the run that required specific abilities, but the right rewards didn’t show up. With a bit of balancing on reward probabilities, it could be even smoother. All in all, this is a game with a ton of potential—I’d be thrilled to see it eventually released!

Although the story is a bit short, the writing is very well done—it quickly drew me into Oscar’s character. I also really enjoyed the hand-drawn art style, the creative scene design, and the fitting music that added to the mood.

Looking forward to seeing how this game develops further. Nice job overall!

Got a score of 23,397! The game is really well-designed—I had a lot of fun playing it. Clearly, work-life balance is impossible... 😂

I also feel like this game would work great as a two-player co-op experience. If the two sides had some interactive or interconnected elements, it could make things even more engaging. Great job!

I really like the concept, and it’s great that you included a tutorial! (My game also has one—feel free to check it out if you have time XD)

I did notice a couple of small bugs, such as the day not updating correctly and the economy value not reflecting changes. But, nice job overall!  

Currently, it seems that the events don’t connect to each other—if earlier decisions could affect later outcomes, it might add an interesting layer of strategy, almost like a deck-building system where balance becomes more impactful. Looking forward to seeing how this project develops!!

I really like the interface design—it’s clean and really captures the feel of the stock market. While the current content is a bit limited (as expected for a game jam), there’s a lot of potential for expansion. Adding some background music could also help enhance the overall experience. Looking forward to seeing how it grows!

This reminds me of the classic Tower Building game, but with a higher level of challenge in the controls!

I think it could be even better if the game provided clear goals, like reaching a certain height to succeed, or perhaps included level-based objectives. That would give players a stronger sense of progression. Nice job!

Nice concept! I really like your art style and background music—they give the whole game a light and pleasant atmosphere. It’s also very cool that the crafted items change based on the ingredients used.

If you’re looking to expand the experience, perhaps the balance aspect could be brought out a little more, and making ingredient collection just a bit more challenging or dynamic might add some extra fun! Just some thoughts—great work overall!

Nice 3d game. I think it would be even more engaging if collecting coins or passing through rings triggered additional effects. That kind of feedback could really enhance the gameplay and make those actions feel more rewarding. Keep it up!

Nice work! I really like the way you combined Tetris mechanics with a balance system. I think it would be even better if the game showed the current weight on each side, as well as the weight of the upcoming blocks—that would help players plan ahead more strategically. Also, allowing players to rotate the blocks could add more depth and variety to the gameplay. Great job overall!

A solid game concept with great potential for expansion. It’s a bit hard to understand what to do at the start, and the effects of each building aren’t immediately clear, which can make the first moments feel a little confusing.

Personally, I think the game might benefit from removing the time-based system and instead progressing based on the player’s actions. That way, players could take their time and approach it more strategically. Looking forward to seeing how it evolves!

Really creative concept! I love the idea of combining cargo balancing with shipping routes. The pixel art and music also feel just right and contribute nicely to the atmosphere.

At the moment, the placement difficulty feels a bit low. It might be interesting to introduce more challenge—perhaps by incorporating 3D spatial constraints, or requiring players to place new blocks at each port. That way, players would need to think more strategically about how to arrange everything efficiently. Great work overall!

A solid idea with a lot of potential! The concept is really creative. A nice blend of document approval mechanics with cargo weight balancing, reminiscent of Papers, Please.

I think the gameplay started to feel a bit repetitive over time due to limited variation. Perhaps adding more mechanics related to balance would really elevate the experience and keep things fresh.

Thank you so much for the detailed feedback—and all the kind words! 😊

I’m really happy to hear you enjoyed the visuals, tutorial, and especially how the balance mechanic feels.

You’re totally right about the gameplay variety. I had originally planned to add more card effects (like quicksand, bleed, burn, crit, etc.), but I sadly ran out of time near the end. 😅 Definitely something I want to explore further if I keep developing the game.

Also, your suggestion about switching the role of color and text on the cards is really interesting! I hadn’t thought of it that way, but it actually makes a lot of sense from a quick-scanning/UX perspective. I’ll be thinking more about that—thanks again!!

Wow, thank you so much! That’s such a huge compliment 🥹

I’m really glad the theme execution and visuals landed well. I was definitely racing the clock the whole time 😅 but super happy it paid off!

Thanks a lot! I’m really glad you enjoyed it 😊 That is definitely the experience I want to bring to the players! I'm happy to hear it felt rewarding when it worked!

Huge thanks for playing and sharing it on X!

Hearing you'd want to play it on an airplane trip is honestly the highest praise! No concrete plans for an iPhone version at the moment, but it’s definitely something I’ll keep in mind. Would love to make it portable one day :D

Thank you so much! It’s incredibly encouraging to hear you had fun and didn’t run into anything frustrating!

Thanks! Glad to hear you like the graphics, the idea and the music!

Thanks for the suggestion! I haven’t played Tactical Breach Wizards myself, but from your description I get the idea—and it sounds really cool. There was actually a game with a similar mechanic in last year’s Gamedev.js Jam too!

I can totally imagine a version where you plan all your actions, then commit and watch the turn play out like a mini battle—it’d add a whole new layer of strategy! Definitely something I’d love to explore further. Thank you!

Super fun! The mechanics are simple and easy to grasp, yet the game delivers a tense and exciting experience in under a minute. Dodging enemies feels incredibly satisfying and gives a strong sense of accomplishment—great job!

If there’s one small area for improvement, it might be the connection to the theme of "balance," which didn’t come through as strongly. Maybe adding elements of balance or mirrored controls could help reinforce that aspect.

I really think this game has great potential, and I’d love to see a full version in the future. The skill tree, especially, could open up a lot of interesting possibilities if expanded. Looking forward to what comes next!

Nice work. I gain a lot of fun while playing! 

A classic brick-breaking game, but the addition of a balance-based paddle gives players more directional control, which is a nice twist! The falling experience points also reminded me a bit of Vampire Survivors, and the way it's combined with the brick-breaker mechanics works really well.

I feel the +ball upgrade is a bit underpowered—once a ball is lost, there's no way to recover it, which makes the other two options consistently more valuable. It might be worth rebalancing this to make the choice more meaningful.

Really creative concept! I felt totally immersed in the experience of being a game balance designer. I especially loved how almost everything could be customized—you can tweak the numbers to suit your own play style, which is super friendly for players who might not be as skilled. The five mini-games were also a lot of fun. Great job!

Nice work! The characters and scenes are adorable, and the bouncing bullets add an extra layer of fun to the game. But I think the slime goo is a bit too easy to collide with, and the collision detection feels a bit unclear. 

Additionally, if the concept of balance could be emphasized more, it would make the game feel even more in line with the theme. One more suggestion: it would be helpful to provide a hint or direction to the next scene after completing a level, so players know where to go next.

Nice game! It’s simple but fun. After some exploration, I realized that items not placed on the scale plate don’t count, which is a pretty innovative concept. I think it would be helpful to display the goal on the screen during gameplay, since it currently only appears at the start of the level and could be missed. 

Thanks for playing! I’m so glad you enjoyed the art style, gameplay, and audio—it really made my day!

Wow, thank you so much!

I'm so glad the balance mechanic, the art, and the turn-based combat all resonated with you. Hearing this kind of feedback is incredibly rewarding! And I’m especially happy you noticed the music—it’s a soft spot of mine.

Thanks for playing! From the screenshot, it looks like you might’ve made it close to the final stage—congrats 🎉

Thanks! Glad you thought it was cool 😎

Thank you so much! I wanted to keep the core card gameplay but add a twist that encourages players to think differently! And the balance mechanic felt like the right fit. Super glad it added depth and made the experience more fun for you!