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LevinSevin

13
Posts
A member registered Aug 16, 2025 · View creator page →

Creator of

Recent community posts

Focusing on the road while loading tomatoes into the hatch was tricky!

I was a little worried after the first two levels that there wouldn't be much variety but the boss fight definitely shook things up.

I wish there was more to set the first two levels apart from each other, but it was really well made.

Nice work! The mix of 2D and 3D graphics was pretty cool and the model work was cute.

I found one bug, when I lost the boss fight against D.A.D, Doki and D.A.D were standing there when I respawned like they were waiting for the cutscene.

I'm not normally one for roguelikes but this really gripped me. Unfortunately I couldn't beat the boss on my first try, keeping my health up for so long will be tough!

Music gave me some real Touhou vibes, sprites were nicely unsettling, the opening cutscene got a good laugh out of me, amazing work!

Fits the theme pretty nicely, though it took me a while to actually fire off the green bullet the first time.

I like the idea of needing to let the infection spread as much as possible to maximize payout without losing all the dragoons.

Fun idea, I like how the puzzles work my brain while the music loop rots it.

I'm not sure if I solved the last puzzle right or if I cheesed it, but I had fun!

Funny story, and fantastic art! I just wish it was a little longer

Final score 608,800, my fingers are tired

The chain reaction theme became really obvious with the Matara power up, I don't think I could have finished without it. Pure chaos!

Got all 5 endings!

I really liked the idea, though it got repetitive after a while. When I figured out how to get the last ending, I thought it was really funny when it worked (not going to spoil it of course).

Thanks!
I wanted to do more with the difficulty curve, like starting the dragoons slower, but I only had time to work out something for the number of dragoons in each wave.

Small hit boxes was by design, though I was surprised how small Kona managed to make the sprites. My thinking was that since most people would be using a mouse (I've heard from someone that they struggled playing with a trackball) the targets needed to be small to keep it challenging.

Thanks for the feedback!
I thought of having a sort of "level zero" that would force the player to learn about the chain mechanic, or visual cues like a muzzle flash that highlights the trajectories and making the tomatoes flash to indicate they're a bonus target. Unfortunately I didn't really have time to work those in.

Hitting the enemies feels a little finnicky, it would be nice if launching them was easier.

Really cool use of the physics objects. I'd like to see how far this concept can go.