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LivingDood

44
Posts
A member registered Jul 24, 2025

Creator of

Recent community posts

The game feels a bit like playing Snake without growing. Movement could be smoother if the fish rotated and moved immediately on input, rather than requiring a two-step direction and confirmation system.

The game is really fun to play and progression feels nice, good job!

The ability to continuously steal by holding click and the slight fade when going behind trees are really nice touches. Well done!

Creating a solid platformer controller is tough and you did good, especially for a first game. A cooldown indicator for the dash might help improve clarity for the player.

Aside from the shooting part mentioned by others, the purple/magenta projectiles are a bit hard to see. I do like that the bullets have a small knockback effect. I would also suggest not displaying the buffs and debuffs when opening chests, it could make the surprises more fun. Nice work!

It鈥檚 cool how they start to panic when hit by the blood splash, and the music is nice too.

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Drawing the character aging was quite challenging and it still looks rough, but I鈥檓 happy you liked it. Thank you for your time :)

We鈥檙e really glad you enjoyed the game. There will be a patch to make them stand out more from the background. Thank you for your time :)

We didn鈥檛 have time to add more levels, and that little bug just wouldn鈥檛 leave our commit. We鈥檒l have both sorted out in the next update. Thank you for your time :)

The timer was meant to show the remaining time and give a subtle sense of the character鈥檚 age, but we can see how it might feel out of place. I鈥檓 glad you liked the art. Thank you for your time :)

We came up with the idea a little while after the jam started, but executing and presenting it turned out to be more challenging than we expected, and that鈥檚 how it ended up. Thank you for your time :)

I didn鈥檛 mean for the background to be that distracting but I鈥檓 happy you liked it. Thank you for your time :)

InsideMyShell composed the music, and we鈥檙e really glad you enjoyed it! Improving the character controls is one of our top priorities for the next update. Thank you for your time :)

Getting the character movement to feel right is one of the trickiest part but also the most interesting part of making a platformer game. We鈥檒l keep working on it and try to improve it in the next update. Thank you for your time :)

This was one of our first experiences designing levels, so we did our best. There鈥檚 definitely room for improvement, but it鈥檚 really reassuring to hear that it felt enjoyable. Thank you for your time :)

You鈥檙e totally right about the background needing more contrast with the foreground. We鈥檒l work on that for the next update. Thank you for your time :)

We were a bit rushed toward the end while pushing the final build, so that bug slipped through. Thank you for your time :)

We definitely agree that the pacing and controls could be improved, and we鈥檒l look into making that smoother. Thank you for your time :)

The game flows really well. I鈥檓 not very familiar with card combinations, so instead of introducing them one by one in the tutorial, it might help to display them when choosing cards.

The character鈥檚 animations are really cute! I had a round where no one bought anything in time, except for one ghost trying to steal an item.

It鈥檚 a really fun game to play! It feels good to see our own vault fill up as we progress. The silent dynamite might a bit too overpowered though.

Nice little game! I really like the music, I find it quite relaxing in a way. Aside from the controls, I think the UI could be reorganized a bit to improve clarity.

It鈥檚 short but very well executed. Game feels good to play! I especially like the yellow arrows in some levels that help guide the player.

The art is great! I don鈥檛 play card games often, but it feels a bit too random. Maybe adding a log or history of the cards played could help.

The decrease in vision after picking up the microscope might be a bit too strong, and losing immediately when even a small part of the player enters the cone can feel punishing. A smoother 180掳 turn could help as well. That said, the game is short and retries are fast, so it鈥檚 not too frustrating.

I feel like either the hunger bar decreases too fast or the food doesn鈥檛 restore enough. There鈥檚 barely enough time to go from one end to the other, even when eating along the way. That said, maybe I鈥檓 just not very good at it. The art style is cute though.

The movements are nice and the game has a good difficulty. Does the steal chance increase when holding the button? If so, it doesn鈥檛 feel too random, which is nice.

The progression feels nice but the map seems a bit too large for the given time. Good job!

Great game! I like how the UI is organized. The only thing that feels a bit off is at the start of each round, when the enemy鈥檚 move takes over the whole screen, which breaks the flow a bit.

Spamming E to steal while using WASD to move feels a bit awkward. Otherwise, the game is fun to play!

The art is very cute. The simulation feels like a map to memorize. I think the game would benefit from having a slightly larger light radius.

The pacing of the game is great. The sound effects and visual cues really sell the experience.

I鈥檓 not particularly fan of the weight mechanic but other than that, movements feel nice and guards don鈥檛 abruptly turn. Nice game!

I couldn鈥檛 finish the last level but overall it鈥檚 really well made, nicely done!

It鈥檚 simple but well-executed. Great game!

The game feels smooth and well-paced, and the difficulty ramps up nicely. Nice work!

It鈥檚 a nice game, though the noise meter fills up rather quickly, making pauses between movements feel a little tedious.

The mechanics are introduced and presented very well. It鈥檚 clear that a lot of thought went into the level design.

It feels a bit frustrating to spawn on light sources, but overall the game is really enjoyable.

It鈥檚 a nice and fun game, well done!