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Naturu

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A member registered Jan 12, 2026 · View creator page →

Creator of

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This is probably my favorite out of all the games I've played in the jam. The mechanic is simple yet complex at the same time. It feels like there's so much room for different designs and expansions on the mechanic. Like challenge mode to get the most quota, or maybe change it up earning the most money. Puzzle mode, where the player has a bunch of pieces and must create an infinite loop or whatever. Even player made challenges would work. I really like it a lot. 
I only have 2 gripes with the game.
The first is the tutorial, but I'm guessing the tutorial is like this because of time constraints (mine was  the same tbh). Aside from that, I think it would be nice to have an option for a more standard font for the text in the tutorial, as it was actually a little bit difficult for me to read the tutorial.
The second is the sound effect of the explosion when I accidentally made the same rotation adjacent was a little too loud. It kind of jump scared me. It seems to be because each spinner destroyed produces the explosion sound. When multiple of them go off, because the sound is the same, it just gets amplified. I tested it in sandbox and it seemed to be the case. 

Overall, I really like this game. 

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Thank you! Yea, honestly I was quite sad about that too. The idea felt really cool in my head but after I spent a long time making it and the guard detection system, I made a level and realized it was basically a glorified undo button with limitations. I tried to make it work with something similar  to the tutorial level but I ran out of time. I tried changing it so that the player can move forward in time while the guard freezes or something along those lines but I ended up with a lot of bugs and just decided that it was probably better to just focus on other stuff. I was still learning how to add in audio and cutscenes at the time.

Regardless, thank you for taking the time to play it. Knowing that someone played my game and understood the references made all the time and effort making this so worth it. I am really glad you enjoyed it. 

This was quite fun, it was quite satisfying to snipe some of the enemies from far with the boomerang.
I do think there needs to be like a brief moment for the player to react. There was a room where I entered and I was immediately swarmed.
In the first dungeon, to the right room then through the left door near the middle top door, it suddenly spawned me in the middle and that felt kind of jarring cause I was expecting the character to be on the right side of the room.
Overall though, the game was great.

The game visuals and audio is really nice. My only gripe is with the movement, it feels really sluggish with the acceleration and deceleration, especially when you move while attacking, which doesn't really feel good with action combat in my opinion. The rest of the game is really well polished though, great job.

I like the idea, and the game overall was quite interesting. However, the time it took for the ball to land is a tad too long. 

Not really my cup of tea, but I can see the vision. I do like the idea and the sound effect really did make it quite immersive. I played for a bit but unfortunately the long text was a little much for me.

I have a suggestion if you are planning on continuing this. Maybe give the player a highlighter or a pen, so that the player can bold and highlight certain words for their reference? I think it could make thematic sense as the editor to edit the draft before sending it to print and it would allow the player to be less overwhelmed by the amount of text.

Hey, thank you for playing. I'm guessing you mean the doors? Yea honestly on hindsight I should have just completely removed the doors, it just made sense to have them but I think it just made things more confusing without proper indicators. But yea you are right, I tried to put a tutorial at the start, but its all text and not very visual. I ended up making a video walkthrough just in case and I'm glad I did haha. Anyways I will take note of this in my future games, thank you for the feedback.

The game is really fun and it was quite satisfying to play. 

Its a bit hard to see projectiles coming from the back, so maybe a top down view will be better? 

The text (dark purple) in the game description below the game was a bit hard to read as both the text and background color are kind of dark.

Overall the game is great.

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Lmao when I started the first game, my opponent rolled a Nat 20. Anyways, its a pretty chill, fun and simple game. Visuals and audio were also nice.

One suggestion I would have is maybe you can give the player, at the start, a choice of 3 passives? 

Otherwise, its surprisingly engaging for how simple it is.

The visuals and audio were really nice. The movement was kind of fun though a bit hard to control at first.

I do think perhaps the boost button should be on another key instead of "shift". I get that it is for the "Do your SHIFT" thing but it was kind of awkward cause my thumb would be on the space bar and then pinky finger on the shift because the shift button is a bit further. Maybe S or another key where it would fit more comfortably on the index or middle finger would be better?

Otherwise, overall great game.

The movement control was quite nice, haha the voice as well. 
I think for the stamina of the spinning tops, it would be nice for it to also be at the side? It's quite hard to tell how much stamina is left in either my spinning top or my opponents.
I couldn't really tell if spinning at the countdown made a difference or not. Also my opponents were spinning so fast lol. 
In one of my runs I was max power, and somehow I was suddenly flung all the way out of the map. Like beyond the stadium, no idea what happened there.
Overall, it was quite fun. 

The visuals are nice and the movement was quite smooth. It was quite nice to roll around. 

For the notes, I think there were 3 of them scattered around. I wasn't able to read most of it because the moment I walked into it, the textbox pops up. But then I happened to press another movement button because I wanted to change directions to crush a rat, and then the textbox is gone. Might need to freeze player inputs the moment the textbox appears. And perhaps since it is a note and does not really affect the doors, it doesn't need to disappear? Also, the brief text I managed to see, I saw some square boxes in some of the words which I don't know if its  done intentionally to omit some of the letters or maybe the font isn't readable?

The stairs was a bit clunky. Maybe instead of those stairs, it could be a door to the stairway, where instead of taking you to another room, it takes you upstairs or downstairs?  Idk.

There was a meter at the bottom right, but I don't know what it does?

Overall it was quite fun and I enjoyed it.

Yea, I  realized this when I made the tutorial. Its why I added a walkthrough video just in case. Do you think visual indicators would have helped? I wanted to add it in the tutorial but I ran out of time and prioritized other stuff. Thank you for playing though. 
For the bug, do you remember roughly what it said and what you did when you encountered it?

Its a really interesting idea. I got to the 2nd part (after dodging the stuff) but the amount of text was a little too much for me. 

I think maybe for the hints, it could also include some highlighted words in the different text files? 
The audio was a bit too loud for me during the dodging the stuff while pressing the button game. I think instead of instant death, perhaps allow 2 hits? 

Otherwise overall, it was really cool playing it. I will revisit it later when I wake up to try and finish it.

Interesting idea. But it was a bit frustrating to play.
I got a sticky keys warning so maybe shift is not the best button.
It would be nice of there was some knockback after the enemy damaged you. Right now the enemy keeps getting stuck under me and keeps damaging me. Or maybe a way to damage and knock the enemy back once they are close to you.

Great game, the atmosphere was really getting under my skin, in a good way haha.

One thing though, when I first started the game, the sensitivity was really high for me and I couldn't find a way to adjust it while inside. I ended up remembering that there was a setting option at the start, so I reloaded the game and adjusted. It would be nice if there was a way to adjust it once the game started, unless there is one and I just missed it. I was playing in the web build. But overall, it was really nice.

I see the vision, with some polish the movement can feel really good. Throw in some levels and  the game will be quite fun.

The sound effects I think can be softer though.

The idea is very interesting. I enjoyed throwing the guys off but I noticed sometimes  there will be one guy that just resists the force of the spin even with 2 or 3 stacked spins? Not sure if that's a bug or if I missed something. Audio was a little loud for me, but otherwise great game.

The visuals and sounds were really satisfying. I was quite surprised that the I could see multiple coins slowly spinning in. It was really nice. I did kind of get tired dragging the coins though, so I stopped after a few minutes. Otherwise, great game.

The game is quite satisfying, the planets getting launched after getting hit by the moon was quite nice.

I do think perhaps the moon can just spin automatically? Cause I just ended up holding the right arrow key to make it spin continuously. The screen is unfortunately chopped off. Full screen works it isn't centered as well. I'm not sure if there is any audio but I couldn't hear any. 

Other then that I think the game is quite fun. Am I a heretic for believing in Heliocentrism haha? 

Nice game. Could use an audio loop or even an occasional sound of splashing. Otherwise, I like the fishing mechanic idea. 

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Game is really nice. The music and art fits really well. I don't really understand how the comet worked though. There were a few points when the perspective made it a bit difficult to navigate, not sure if that was intended or not though. Otherwise, great game!

Thank you for your kind words! It was on purpose, there was supposed to be more to the story so that it could stand alone (at least I hoped it could), but I ran out of time (I only realized halfway how troublesome the dialogue logic would be when it involved rewinding time). The way it is put together now only kind of makes sense if you got the references, which on hindsight was probably a bit silly of me but the idea came to my head and I really wanted to do it. Anyways thank you again for playing, I hope it was enjoyable. 

Really fun. The audio was really low for me though, I couldn't hear anything. I assume its just endless mode for now? I reached day 10 and decided to stop but it was pretty fun.

Visuals are nice. Would appreciate if there was a way to skip to the end of the day or at least speed it up once the objective is hit. A description on how to play the game either in game or in the description would be nice as well. Otherwise, nice.