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net-honk

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A member registered May 25, 2025 · View creator page →

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Incredible immserive trip. The difficulty curve felt very well designed and planned out, I really enjoyed the progression of the levels.

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There's so much polish in here that you cramed into the jam timeframe, it was a delightfully challenging experience all the way to the top! I finished wanting a lot more content (in a good way, please make more!).

Thanks for trying out the game and for your thoughtful game design feedback!

Each interactable thing having a dedicated "move-to" destination (rather than the middle of the thing) is a great idea, as is providing feedback on what Slymon is intending to do. I also love the idea of playing around with colour inversion. Thank you!

Thanks for trying it out! Does it help to know that your cursor changes when it moves over something interactable?

If not, I've just added a hint to the bottom of the page :)

Thanks! Glad you enjoyed it! You're right - the interface and interaction system was challenging to get right; thanks for perservering with it.

Glad you enjoyed the aesthetic, and thanks for the feedback and giving it a shot! Tab completion and prompt history were at the top of our to-do list for most of the jam but there wasn't enough time to get to it.

The skill issue was with reading and not dexterity :) I got to 14/14 treasures and had fun doing so while I wasn't trying to click the mine to catch it constantly. Great work making something relatively polished in such a short timeframe!
 

Besides a map break and the other little bugs not uncommon in jam games this game was fun! The precision platforming combined with the chaotic explosions really tested my patience, but I had fun getting 10/14 treasures before tapping out and taking the boat. A bigger hitbox on the mine to click it easier would make the game a little more forgiving, but that's probably a skill issue.

Nice take on the "horde survival roguelike" vibe! There's a fun game in here, I hope you iterate on it and add more content and variation.

The limited colour palette and soft visuals were a joy to play through, and the difficulty curve of the puzzles is well designed. There's a great amount of content for 9 days of effort, and I'd love to have more rooms to explore.

Thanks for the constructive feedback and encouragement! Removing the tedium was a big part of the 9 day challenge for us, and something we'll work on for future versions.

Glad you liked it! Uplink wasn't a deliberate source of inspiration but there definitely are similarities :)

Hey runiracc, thanks for trying out our game! Our original idea for the game was for the player to infiltrate different networks and set off a ransomware attack, where hacked computers would spread their malware to their neighbours (causing a chain reaction). In the end, scope of the game had to be cut down to finding secrets due to time constraints.