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NotTodayDio

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A member registered Aug 24, 2025 · View creator page →

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Thank you much for checking it out! Yeah really wish I would have though of tue auto fire earlier 

Very clean presentation and super clean on what to do right from the start. The power-ups were fun, and I liked discovering what each one did and/or how they changed the tiles. Also loved your cookie answer above, knowing this was made in HTML5 lol. Nice job overall!!

Thanks for the feedback. Yeah, if this were a longer jam would have had more variation, like different-sized enemies and stuff. Appreciate you checking it out! :)

I really loved the robot art, especially the toaster robot; its animation cracked me up. I also like the tutorials; they were clear and did a good job easing me into how each robot works. The idea of limiting each robot's mobility and what they can destroy is clever and leads to some nice level-design moments where you're figuring out the right path. I did end up soft-locking myself a few times, so a quick restart option could be helpful, but this was a fun and creative game!

This is a nice little game, especially for a first game jam. The platforming feels pretty solid, and the jump didn't feel overly floaty. There were a few moments where variable jump height might have helped, but overall, it still played well. The frantic chase with the huge slime added a lot of tension. Nice work getting this together for your first jam!

Agreed on the LMB hold; that would have been so easy to do. I just, for some reason, thought of it too late :(. Thanks for playing and the kind words!

Holding LMB would have been way better for sure, wish I had done that instead. Thanks for checking it out, though still, and I'm happy you enjoyed it :)!

Thanks for the kind words! Agreed, some rougelite stuff would keep things interesting. At first, I was going to have skill choosing between each round, like +1 cluster bomb, or +1 projectile...stuff like that. But thought I wouldn't finish in time.

Nice "not-so-cozy" farming game lol. The frantic loop of scrambling to brew potions and deciding whether to stash them or use them to completely wipe out enemies was a lot of fun. I really enjoyed the charming pixel art, too. The combat has a bit of a rhythm to it. It took me a moment to adjust, but once I got it, it felt pretty good, almost like waiting for the right opening before moving in. This felt very original and genuinely fun to play.

Hello fellow-slime game jammer XD. I really like the pixel sprite and the 2.5D presentation. The horizontal movements feel great, and the trailing particle effects do a good job of selling that slimy motion. I also liked how the range of attack is represented through particles; it reads clearly and feels satisfying. Attacks have good feedback with the knockback and screen shake, and once you start picking up power-ups, mowing down hordes of enemies really starts to feel good. Great entry to the jam!

I agree, mines did too lol. In hindsight it would have been really easy to make it auto fire instead. But, im really happy you had fun with it still 🙂!

Really like the concept here. There are some pretty good ideas, especially with how the power-ups are used in multiple ways. Things like ice putting out fire and creating solid platforms out of water; then fire clearing barriers (or accidentally removing a box you still need lol) were fun moments. The game feels like it has a good foundation, and with a bit more time for polish, it could really shine. Fun little game here!

Indeed :), and thank you for playing!

Thanks for playing

What an awesome idea. Even though the hero kind of does their own thing, I still felt fully involved the whole time. Hovering my shield around the battlefield, deflecting things, and nudging pickups toward the hero kept me engaged (even if my precision wasn't always great lol). The custom skill crafting is really interesting and fun to experiment with, and the music fits nicely, too. The pixel art is very charming and crisp, which adds a lot to the overall feel. One small thing I noticed is that the drag-and-drop for events/actions felt a bit finicky at times, maybe double-clicking as well to choose could help, but that's a minor thing. All-in-all, this was a really fun and creative game.

Really nice pixel art, and I appreciated the clear tutorial, especially the first time prompt, so you can skip it. The powered-up card rapid-fire feels fun, and there's a good bit of enemy variety for a jam of this size. With some extra polish (music, more SFX, and clearer enemy damage feedback), this could turn into a really interesting little game. Nice work!

I couldn't really get this one working on my end either (seems like a few others mentioned it too). I could see the full screen, but I wasn't able to interact with much besides highlighting the pots. Which is a bummer, because title+art are super intriguing, and when the first customer walked up with the order bubble, I got genuinely excited. This looks like it could be really fun. If you end up pushing a working build, I'd definitely be interested in trying it again.

Cool concept overall. I like the extra layer of paying attention to the hidden lights for power-ups; it does a nice job of splitting your attention. Hitting Special and seeing all the letters fly toward the center at once was really satisfying. Going in, I personally expected a bit more sync with the music, but I totally get why that's tricky, especially for a first game and 72 hours. Either way, this is an awesome start, and I'd be interested in playing more of it.

Oh no, did my robot get caught at the end ?! lol
This was a decent platformer with a really catchy song. The movement and wall jump work well, and the power-ups were fun, especially when being overpowered meant destroying the stage. I ran into a few moments where collisions felt a bit strict, particularly with the spikes, when just the hand of the robot would be over it, but not touching it. Overall, I had a good time and was motivated to keep going. Nice job on this, especially for a first game and for making it entirely on a phone.

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I really loved the atmosphere you built here; it does an excellent job of giving a real sense of exploration. Combined very well with the awe-inspiring background ambiance audio. For something whole core was made in about a day and a half; this is an incredibly solid platformer. The sense of scale is especially impressive, from carefully lining up the 1 unit jumps in the beginning to suddenly flying across multiple screens when you gain height or fall from far above. I played this all the way through and was completely hooked. The power-ups are used really well in the level design, and the Vania elements felt meaningful, especially having to revisit areas with a more careful eye. Also, good job on making me completely forget that pretty much the only sprites were different types of cubes. Super impressive work.

The polish on this is amazing. The pixel art and animations look great, and the platforming controls feel tight and fun. The UI communicates everything clearly, and the pacing guides you naturally without feeling heavy-handed. Even the explanation of the powers didn't interfere with gameplay. The power-up system, in general, is especially well done. Each level feels like a mini Metroidvania where grabbing a new ability and retrying opens up more of the space. Also funny that we both ended up making slime games for this jam haha. This was really fun, and the Slimer win animation is fantastic.

Simple concept, but really well executed. The orbital laser genuinely feels powerful, the charging sound builds great suspense before the massive blast, and the screen shake hits. It does an excellent job setting the theme. The glue gun was a great addition, too, letting you control and group worms for those huge laser strikes.

This was a really fun concept, and the starting overpowered feeling comes through immediately. Covering the battlefield with turrets was a lot of fun lol. I liked the pixel art, the music, and the overall style, especially the monitor merchant. It was a fun touch that the merchant could take damage and even lower prices. The dash movement feels nice, too. It might be just the version I played, but I didn't see a ton of enemies spawning. Either way, I'm excited to see this expanded on because it feels like it could become something really awesome. Nice work getting this into the jam!

Yeah, a little too fast 😅. Thanks for giving it a try 😀

For a first game jam, this is a really good start. I liked the small touches, like the "generating levels" message between floors, and the mini-battle screen flow surprisingly well. The UI communicates what you need without getting in the way, and the randomized items give it that proper RPG feel. Also, the horse being ridiculously strong genuinely cracked me up. This feels like a great foundation to build this sort of game.

Yeah, it has that. It also has Sorting Layers, in which you can assign a renderer to a specific layer to control draw order. On top of that, Order in Layer lets you further refine rendering within the same sorting layer.
I already put particle effects in a sorting layer behind the UI element, so I suspect something else is misconfigured; possibly a parent object or another renderer higher up in the hierarchy.

Awesome, glad you liked it. Rock on! \m/

Really nice 2.5D side-scroller, it's very pretty to look at and controls really well. The heroes feel floaty but still super responsive, so great job tuning the movement. Shooting feels satisfying, and by around level 5, I definitely felt that overpowered, laser-destruction vibe. The projectile blast ended up being my go-to thing to spam lol. Having multiple heroes to choose from was awesome too, and I had fun seeing how differently they played.

Really nicely polished game with a fun art style and a clean, readable presentation. The cassette-juggling mech is a great twist on the usual loop and kept things nicely frantic. The music fits well, and the changing background colors as the difficulty ramps up were a cool touch. Power-ups felt impactful, especially when the right combos made enemies explode. Great work.

We had a lot of fun making it. I also noticed the explosion covering the UI bug too late :(. I'd love to patch it, but it'll take me a bit of time to figure out why, and quite frankly, I spent 3 too many sleepless nights on the game already hahah. Thanks for playing, and we're glad you enjoyed it!

Thanks so much for checking it out. We're so happy you liked the art and gameplay too! Yeah, it's not much, but a tad bit of strategy goes a long way.

I really like the idea and the feeling of launching yourself into shapes to break them. I didn't quite get fully comfortable with the movement during my time with it, but when things clicked even briefly, it felt really fun. The movement concept is interesting and feels like it could really shine with more time, and I can see it working well with touch controls, too. Nice take on the theme!

It feels extremely polished. The sprites are simple, but they come together beautifully, and everything runs so smoothly. From the gun particles to the enemy death effects. The color palette is easy on the eyes, which is impressive for a bullet hell packed with projectiles everywhere. I also really like some of the power-ups, especially things like chain projectiles and Cataclysm, which were fun to use. The dash communicates its cooldown and invulnerability clearly, and the music pairs nicely with the surprisingly calm vibe of it all.

Also forgot to add, the song absolutely slaps.

This one was pure hilarity. easily one of the most unique games I played. I honestly can't remember the last time I controlled a real human sprite like this, if ever. Also, that was some banger music.

The death animation caught me completely off guard and made me laugh. The concept is simple but effective, and the overpowered elevator fits the theme really well. I especially like how the timer is clearly visible, which adds constant tension while clicking through the power indicators. This feels like it would translate really nicely to a mobile platform. Nice work, especially considering you were learning Godot during the jam.

Clever, charming puzzle game with a really unique idea that puts a fresh spin on the theme. I played this one all the way through and had a lot of fun with it. Constantly tuning the slider and hoping I'd found the right balance was a great loop. I like how it made me question whether a failure was my execution or a poor stat allocation. One thing I found myself wanting was a way to look around the level between runs, which could involve some trial-and-error and allow for more strategic planning (and help my terrible memory lol). The pixel art looks great, the music is upbeat and catchy, and overall, this was an awesome game.

Nice trail effects and a fun throwback to those old top-down tank games, it really brought me back. It's refreshing to see a local multiplayer game in the jam, and the twist of getting stronger the more you lose is a clever take on the theme. That first round turns into a funny mind game of where it's better to lose on purpose or not out of pride. Great execution, with great sound effects and chunky, satisfying tank shots.

Thanks for playing!

This game has some really stylish art, and the music choice is very Top Gun-ish, a perfect fit for the theme. Flying the jet was fun, even if it felt a bit sluggish and tricky to get used to at first, but once it clicked, taking down enemy planes became really rewarding. The UI is solid, and the dialogue did a nice job keeping things interesting. Well done!