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Mindinity

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A member registered 29 days ago · View creator page →

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That's awesome! Wish I had more time to master it (currently at Level 7). 🙂

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Love it! Unfortunately, the upgrade window stopped appearing at some point. It would also be nice to have separate buttons for grabbing and interacting.

Awesome! I couldn't resist playing until I finished the game.

I peeled to see another day! 🥔 Thank you for this wonderful experience!

Very creative theme implementation! I loved the idea of counting down the music beats while playing a reverse tower defense. I also love the art style and the pleasant music. I can't wait to play a future version with sound effects!

Thank you so much! I'm really happy you enjoyed it. I spent quite a bit of time tweaking the sounds, so it's awesome to hear the ball noises stood out. Thanks for playing!

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All I was able to do was walk around (WASD) and jump (Space). I assumed I was supposed to break the ground blocks, like in Minecraft, by clicking the left mouse button, but unfortunately nothing happened. (MacOS 26.5.1, Chrome 150.0.7871.187)

A work of art.

The game definitely has a lot of potential and is worth developing further. I especially enjoyed being able to perform different types of attacks. I also wish that simply moving the sword, even without pressing any buttons, could still deal damage. It would made combat feel even more dynamic.

I'd love to play your game when it's ready. You managed to tell a story without using a single word. I was able to figure out the controls without any instructions, and the game made me feel what the character was feeling. That is really impressive and rare. Please keep developing it—I can't wait to see where it goes! 

Surprisingly, it was really fun to play! I enjoyed the artwork, and I think this could make a great foundation for a full game. I'd love to see the idea expanded further.

It reminded me of a reverse Lunar Lander, which is a really fun idea! I wish the controls were a bit easier to manage, as I had a hard time getting very far from the starting point. I'd love to see how the game plays later on. 😄

I like the minimalist art style! I was looking forward to reaching the boss, but I couldn't make it that far.

Great idea! It's a shame the game isn't playable yet, but I hope you'll be able to finish it. I'd love to give it another try when it's ready. 

Thanks so much! 😊 I'm really glad you enjoyed it. The Pac-Man comparison made me smile—that hunter/prey role reversal was definitely an inspiration. It's also great to hear the minimalist music and the ball collisions worked together to create a nice rhythm. Thanks for playing and taking the time to leave such a thoughtful comment!

Thanks for playing and for the feedback! 😊 I agree the ball can feel a bit heavy at times—getting the physics to feel both responsive and satisfying is still something I'd like to improve. I'm really glad you enjoyed the idea. Thanks for checking it out!

Lovely artwork! I’d love to try the game once it’s working. Looking forward to playing it!

Great concept! I really enjoyed the idea, though the controls felt a bit frustrating. I think dragging the bombs with a mouse or touch input would make the experience feel much more intuitive and satisfying. 😊

Really enjoyed the puzzle concept! I think it could be more beyond the pure puzzle elements. I’d love to see them shine without the “Count Down" restriction. 😊

It wasn't clear what the bombs were for, but I really enjoyed the pickup animation. 👍😁

I'd love to see this game with finished artwork and sound design. The core gameplay is intriguing, and I'd be excited to play a more polished version.

I was a bit frustrated by having to switch between mini-games under time pressure while repeatedly traveling from one to another. The slow movement when time was running out made that feeling even worse. I wish the mini-games were simpler and focused more on the action. Polishing crystals was my favorite. 😊

Awesome artwork and audio! I'd love to play more games made by your team.

Nice artwork and a solid core idea. I haven't figured out the connection to the theme yet, but I'm looking forward to seeing how the story unfolds.

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Really polished game with a super satisfying feel. The combination of pool, golf, and puzzles works surprisingly well, and I liked how much planning the later levels required. My only bit of feedback is that the hills could be communicated more clearly visually—I didn't immediately realize which parts of the table were sloped. Maybe a consistent gradient/shading  would make them easier to read at a glance. Great work overall!

Personally, I'd wish to see brighter colors and happier expressions on the toys 😊. That said, I really liked the hand-painted art style and the music!

The puzzle mechanics are straightforward and intuitive, making it easy to jump right in. The expanding game board and the behavior of the new toys keep introducing fresh situations, creating a satisfying difficulty curve.

What I enjoyed the most was the feeling of panic when the countdown lasts long enough for the other toys to spread chaos across the board. Those moments are especially fun and memorable. Great job!

Thank you so much for playing and for the detailed feedback! I'm really glad you enjoyed the hunter/prey idea and the countdown ring — the role switch was the core mechanic I wanted to explore.

The mouse slipping off the screen is a great catch; I hadn't noticed how disruptive that could feel during intense moments. I'll definitely look into improving the boundaries. Also happy to hear the music transitions and rolling/collision SFX worked well. I agree the music could use more variation, especially for longer sessions.

The point about rage-mode collisions is interesting. Right now I mostly treated the counter as the reward, but adding a more physical consequence or risk/reward element could make that phase more engaging.

Thanks again for taking the time to write this — feedback like this is really useful, especially after a game jam!