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LightPotato

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A member registered Mar 16, 2019 · View creator page →

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lmao are our brains secretly linked or something

Really cool ideas to add some depth to the puzzles, thank you :)

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Plug and Multiplug is the right guess! So basically after each action,

1. Check from each powered multiplug if it has a cycle or it's connected from the source. If not, turn its power off.

2. From each powered multiplug and the source, pass the electricity via DFS.

I love how it doesn't explain everything at the first, but you get a feel of how to complete each objective by trying again. Also liked how the music syncs with each task as well.

Wanted to complete all minigames but the car one was too hard :(

The actions in the first run making the second run easier sounds like a fun concept for a racing game. Dashing and shooting mechanic was nice for adding a bit of depth too.

Aside from the audio being too loud sometimes, and the bump + red square obstacle being unintuitive, I enjoyed it

The rules are simple, yet surprisingly there's a lot of depth in it. I like how killing more enemies in one shot gives extra points, so you are encouraged to plan carefully. Ammo and replica item were nice ways to add extra strategy elements too. 

I liked interpreting the loop as a habit, nice little concept. Great art as well!

I like how the fakeouts gives a little more depth, but there doesn't seem to be real penalty for touching the nose at the fakeouts. Maybe reduce the time left to penalize?

ah yes, fellow graph enjoyer

The difficulty felt just right, visuals were satisfying, a very well-rounded game all around! I liked the process of elimination for solving puzzles, and I also liked how you went an extra mile by introducing overlaps.

Yeah that's a known issue, I forgot to click one checkbox in the engine lol. Anyway thanks for playing!

This got some banger concept here, the idea of coding your own virus is so sick. The execution could be better tho, like introducing one type of node each wave and encouraging to use it by the specific enemy behavior.

Ok this is actually so cool????

I have no idea how you coded this, the idea and execution is mindblowing! I really love that you can mess with the cameras to make pretty shapes, even if you have no idea how to make the answer shape lol. Really hope this gets showcased by Mark

I like that bullets you fired can be obstacles, so you need to aim each shot carefully. Got a good variety of enemy types too.

I found the best strategy is to stay at the middle and shoot whatever is coming towards the player, so you might want to add a new type of enemy that prevents camping

I liked the idea of doing the same level but with different control schemes. Jump king controls was my favorite one idea-wise, it was the most difficult level tho.

Also it's nice to switch things up with the shooting section, interesting how the different weapons changes stuff a lot. I just wish enemies didn't spawn near the player

As soon as I saw Reimu I knew it was a peak game. Unfortunately my smol brain couldn't comprehend the puzzles...

Nice job on implementing the undo feature, making this in the personal engine is so impressive! Tho I would like to see which character I can control in the current iteration.

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Of course I should have expected exit 8 type games after the theme announcement lol. Nice job on setting the atmosphere and composing the music! The echoing footstep sfx would help a lot with the vibe if it was there.

Admittedly I was annoyed by the tutorial message popping up every time after I mess up, not too much of a deal tho

Very delicious game you got there, it's been a while to see a planet-based gravity gimmick and it's done nicely here. Not to mention the artstyle, I love the sketchbook vibe!

The keys could've been bigger to make the controls less precise, but it's only a personal choice I guess

Admittedly this game is not for everyone, I understand the rules can be confusing especially if you're not familar with the graph theory. Still I hope you found it interesting :)

I have been summoned as a GD player

The level design is nicely done, and the difficulty curve feels right. I also liked the simplistic visuals in this one, and especially the rolling eye was cute.

The wall hugging mechanic doesn't seem intentional and hinders the jump from a few places, but it got a potential to be a sick gimmick I feel

Very addicting, I could see myself wanting to buy just 1 more orb upgrade. Nicely done game loop! The big monster killing other monster made me feel like I was only dodging minions and not defeating them myself, but it was a useful feature for the XP farming I guess.

Really wish there was some sfx for attacks and dealing damages, would make the game more satisfying to play

The artstyle is so nice, the desaturated tone matches the scary vibe really well. I liked the navigation system for the resources too.

The gameplay could have more depth tho, like having some stamina you can use in order to run away from the monsters.

The setting is so awesome, the musician playing the same music forever goes so hard as a concept. I liked how the character changes the poses to the beat.

Though you can gain score by spamming spacebar and ignoring the rhythm, you might want to fix that by not registering score if the player presses too early.

Nice mechanics here, it was fun to capture loads of enemies and swing them around for a big combo. I also liked how the camera moves depending on the mouse position. 

It would be more interesting if the captured enemies blocked projectiles. Btw you can go out of bounds by going upwards since cactuses there have no hitboxes

Wait, did something happen in level 5?

Haven't heard of the portmaster project before, but it looks awesome :D

You can, just don't forget to credit!

Yes it's a frame-by-frame animation

it's indeed possible, hint - how to reach that air tank at the left without trapping yourself?

oh well you're right, thanks for reporting! will include that fix in the post jam update

I see we had a very similar direction for approaching the theme, and yet there are a lot of differences between mine and yours. Wish I could check this earlier.

For the game itself, it got some really cool mind-bending mechanics! The red spikes, dual characters and the rotation adds a lot of depth to the gimmick. Level design is well done too, having similar layout but different target shape makes each puzzle fresh and not too intimidating. I should steal this idea

Managed to get to lv 36, those puzzles are really getting tough. Congrats on top 100!

Baba is You is the reason why I got into puzzle games, so it sure influenced me and this game in a way. Thanks!

So this is what itch server feels like near the jam deadline

Nice entry, I had some fun experimenting with those building blocks. Starting with only a server and a data stream was nice, as it teaches how to get money in the simplest setup. 

Very  creative take on sokobans! Some of the levels were very clever, level 7 utilizing slicing to make a bridge that pushes the block downwards was a cool trick. Also for level 9 I had to think about how much blocks and targets I'll need, and the answer being a pythagorean triple thingy was so cool.

this is peak

It's surprisingly rare to see balloon-themed entries in here haha

Cute little game, it was nice to see fun ideas like the helium tank reversing gravity. 

I didn't expect the last level to be that hard, congrats on solving this!

The settings menu changed my life, 'nothing' option was so impressive I cried. Thank you

Anyway the ant physics was very impressive. I assumed the ant would just fall off the brown side of the table when I walk off, and it turning around suprised me. Good job on coding this, I assume that was a nightmare. Making some differences to the ant as it eats more stuff would be a fun idea, like making the ant faster or changing its appearance.

Reminds me a lot of the ninji stage in Super Mario Wonder, and you took that idea further. The enemy shape corresponding to the key of the music adds so much charm to this. The mechanic, visuals, and the audio really point towards one theme you went for, awesome job on this :)

Ah yes, AAA company asks me to scale down the Godot logo. Very based company

This is such a unique take on the theme, human-done compression technique is something I never have thought before. Maybe the game could be less tedious by providing paint tools and such, but I guess that's the point of this game lol

Awesome concept, the restriction that you should scale all the way possible makes this pretty interesting. Some puzzles were challenging even though there were multiple solutions. Nice one :)

Yep I should have made the options menu when I heard about the audio issues but it was too late haha. Thanks for playing!

Very creative concept here, I like that not everything is explained explicitly, and everything (except levels) is unlocked from the start. Yet I naturally discovered these functionalities when they become relevant, this design is really brilliant.

I'm not sure how it fits the theme and the game could have some sound effects, but it's a very solid entry regardless.