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A member registered 7 days ago · View creator page →

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Hi everyone! I’ve been working on Ghost Detective, a murder-mystery game where you wake up as a ghost and investigate your own death.

In the game, you can:

- Explore Gloam House and its different wings

- Possess household objects and use their unique powers

- Follow and question suspects

- Recover memories and uncover hidden evidence

- Solve environmental puzzles

- Connect clues in your Case File

- Reconstruct the murder timeline

- Identify the motive, weapon, staging, and killer

- Experience different cases, routes, challenges, and endings

- Play using a keyboard or touchscreen directly in your browser

The night can reset at midnight, but everything you learn survives. Each investigation lets you try different routes, follow new suspects, and uncover more of the truth.

I would really appreciate your honest feedback after playing. Was the mystery understandable? Were the controls and puzzles enjoyable? Did anything feel confusing, frustrating, or broken? Most importantly—did you have fun, and would you want to play more cases?

Please don’t worry about being overly polite. Honest feedback will help me make the game much better. Thank you for giving it a try!

Hi everybody! I’ve been working on a game called 60 Seconds Quest, and it’s finally ready for people to try.

The idea is pretty simple: you enter a room and have 60 seconds to figure out as much as possible. When the time runs out, the room resets and most of what you found disappears.

You can save one discovery before each reset. It might be a key, a machine part, a code or even a promise you made to someone. Saved things stay with you in the next loop, so you slowly build the complete solution instead of starting from nothing every time.

The game has 30 quests set in 15 different places. You’ll explore an old clockmaker’s workshop, a haunted train, an abandoned theatre, a lighthouse during a storm, a drowned library, a future archive and even a garden on the Moon.

There are object searches, locks, codes, deduction puzzles, hidden memories and different ways to complete some quests. The choices you make with characters can also change their stories and the ending you receive.

I tried to make the game welcoming for different kinds of players. You can use guidance and hints if you get stuck, or turn them off and explore on your own. It works with mouse, touch and keyboard, and it also includes screen-reader controls and a reduced-motion option.

This game has changed a lot while I’ve been making it. Many parts were rebuilt because they were confusing, repetitive or just didn’t feel fun enough. I know there is still room to improve, which is why reviews would really help me.

If you play it, please tell me what you genuinely think. I’d especially like to know if the first quest makes sense, which rooms you enjoyed, where you felt lost and whether you would want to keep playing.

You don’t need to write a long review. Even a few honest sentences would mean a lot and help me make the game better.

Thanks for giving it a try. I hope you enjoy your time inside the loop.

Hello everyone,

Potion Shop Panic is continuing to grow. Recently, I’ve focused on making the shop easier to navigate, the brewing process more satisfying, and every decision clearer, while keeping the strange magical atmosphere that gives the game its personality.

Here’s what has changed:

  • The customer request is now clearly positioned on the right.
  • The formula preview is visible on the left.
  • The brewing controls have their own central workbench.
  • Ingredients are arranged in a cleaner and more readable cabinet.
  • Decorative elements no longer compete as much with important information.
  • The shop background has been cleaned up while preserving its magical atmosphere.
  • Desktop, tablet, and mobile layouts have been improved.

Brewing feedback

The game now shows your potion taking shape while you work.

As you combine ingredients and change brewing methods, you can see:

  • The potion’s developing name
  • Its dominant magical property
  • Its current volatility
  • Any rare reaction you discover
  • Whether the customer’s requirements are being met
  • Whether the formula contains too much of a property
  • Whether the ritual can make the potion safe

This should make brewing feel more like creating an actual magical potion instead of simply selecting several controls.

Other improvements

I’ve also worked on:

  • A calmer first night without a countdown
  • Clearer mobile gameplay steps
  • Better tablet responsiveness
  • Safer saved-game recovery
  • More forgiving rune tracing
  • Clearer ritual risk information
  • Customer story chains
  • Campaign paths and optional ambitions
  • Expeditions and rare ingredients
  • More upgrade decisions
  • An endless mode for completed campaigns
  • Accessibility and assisted timing options

Thank you very much to everyone who has played the game or shared feedback so far. It genuinely helps us understand what works and what still needs attention.

If you try the updated version, please let us know what you think. We will read and take into consideration any feedback, including criticism about confusing systems, repetitive sections, balancing, controls, accessibility, or technical problems.

Thank you for helping us improve Potion Shop Panic.

Hi everyone! I’ve been working on Potion Shop Panic, a whimsical strategy game about running a magical shop for some very unusual customers.

A nervous storm cloud might ask you to calm its thunder. An aristocratic frog may need enough courage to admit that he hates capes. Your job is to understand what each customer really needs and create a potion that helps them without causing an even bigger problem.

In the game, you can:

  • Combine strange ingredients with different magical properties.
  • Crush, scorch, frost, or enchant ingredients before brewing.
  • Choose different brewing methods, flames, and magical runes.
  • Control volatility and avoid dangerous side effects.
  • Discover secret reactions between certain ingredients.
  • Make promises for optional challenges and extra rewards.
  • Meet twenty unusual customers with their own personalities and preferences.
  • Follow connected customer stories across five-night campaigns.
  • Explore magical locations to unlock rare ingredients.
  • Purchase permanent shop upgrades.
  • Build relationships and see the consequences of previous potions.
  • Record discoveries and reusable formulas in the Crooked Grimoire.
  • Choose between Story, Standard, and Panic difficulty.
  • Continue playing in an Endless Shift after completing a campaign.

I’ve tried to make the game understandable for new players while still giving people room to experiment and develop their own brewing style.

I would really appreciate an honest review. What feels fun? What feels confusing or repetitive? Do the potion-making decisions feel meaningful? Which customers or systems do you enjoy most? Is there anything that would make you want to keep playing for longer?

Please don’t feel like you need to be overly positive. Constructive criticism will genuinely help me improve the game.

Thank you for playing and helping me make Potion Shop Panic better!

I know there are tons of car racing games but this one really stands out. easy and simple to play, good design, smooth gameplay

It's very cute and relaxing, I love the design and music!

Really great game, never seen something like this, very creative idea - loved it!

This  game is so fun and cute - love it

Really great game, so addictive

love the idea, cute game and design!

It's really nice, great idea. I love how simple it is but also very fun and captivating

Neon Clash community · Created a new topic Meet NEON CLASH

Hey! I’ve been working on a game called NEON CLASH, and it’s finally at a point where I’d love for more people to try it.

It’s a fast arcade air-hockey game with bot matches, same-device multiplayer, and private online rooms. You can choose different match lengths, try modifiers like moving bumpers and shrinking goals, earn rewards, unlock new gear and arenas, and progress through leagues.

The game is still in development, so please be completely honest with me. If something feels confusing, unfair, boring, or broken—or if you simply have an idea that could make the game more fun—I genuinely want to hear it. Your feedback will help me decide what to improve next.

I’m already working toward more modes, smarter bots, tournaments, new arenas and strikers, better statistics, community challenges, and improved online matchmaking and rematches.

If you find a bug, let me know what happened and which device and browser you were using. That makes it much easier for me to find and fix the problem.


And if you enjoy it, sharing it or challenging a friend would really help. Thanks for trying my game—I hope you have fun with it! 💙💗

Hello everybody!

I’m excited to share The Cartographer of Small Stars, a cozy story-exploration game about sailing through the stars, visiting tiny planets, solving gentle puzzles, and turning memories into constellations. It's only a prototype for now.

You play as the Little Cartographer, traveling aboard the Wayfarer, a small star-sail boat that follows strange signals across the sky. In the current version, you visit Garden 01: a miniature planet with sleeping flowers, glowing roots, a glass greenhouse, and a quiet mystery about memory, growth, and goodbye.

The game is still in development, so feedback is very important.

If you try it, I’d love to know:

  • What did you enjoy?
  • What felt confusing?
  • Did the story make sense?
  • Did any part feel slow, repetitive, or unclear?
  • Were the choices interesting?
  • Did anything feel broken or awkward?
  • What would make you want to keep playing?

All feedback will be taken seriously. If something does not work well, feels strange, or could be better, I want to know so it can be improved and fixed as soon as possible.

The current version includes:

  • a complete first playable planet
  • gentle no-fail puzzles
  • story choices
  • multiple story paths and endings
  • a journal and ending atlas
  • optional hidden wonders
  • cozy illustrated visuals
  • soft sound/music toggles

Things I’d love to add next:

  • a bigger star map with more planets to explore
  • new worlds with their own rules, characters, and mysteries
  • more interactive exploration inside each planet
  • more puzzles that feel tactile and magical
  • stronger differences between story paths and endings
  • more hidden wonders and secrets
  • more animations, polish, sound, and music
  • a deeper journal that fills with sketches, clues, and discoveries
  • more replay value and future planet teasers

This is meant to become a peaceful, emotional exploration game, something cozy, strange, and meaningful, where there is no combat or failure state, only curiosity, choices, and discoveries.

If you play it, please share it with anyone who might enjoy a gentle storybook-style space game. Reviews, comments, bug reports, and honest thoughts are all incredibly helpful.

Thank you to everyone who tries The Cartographer of Small Stars. Your feedback will help shape what the game becomes. ✦

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Thank you for trying Blossom Valley: Bloom & Bind!

Blossom Valley is a cozy flower-growing and flower-shop game where you can plant seasonal flowers, care for your garden, create and name bouquets, decorate your home, meet villagers, adopt a pet, explore the valley, and play alone or with a friend.

The game is still in active development, which means some features are unfinished and you may occasionally encounter bugs. Every person who plays helps make the game better.

Please leave a comment or review telling us:

• What you enjoyed 

 • What felt confusing or frustrating 

 • Any bugs you encountered 

 • Features or flowers you would like added 

• What you think about the characters, controls, music and art 

 • Whether you played alone or in co-op

Honest feedback is welcome, even if you did not like something. Every suggestion will be read and taken into consideration. Bugs and important gameplay problems will be investigated and fixed as quickly as possible.

Some of the improvements planned for future updates include:

• A larger valley with more areas to explore  • More houses, shops and useful buildings • New villagers, personalities, conversations and daily routines • More seasonal flowers, seeds and bouquet options • Additional quests, customer requests and story progression • Better character customization, clothing and hairstyles • More decorations for gardens and cottage interiors • Expanded pet behaviour, interactions and pet choices • More activities inside buildings • Smoother animations, music and environmental sounds • Improved two-player co-op and synchronization • Better support for different screen sizes and accessibility needs

When reporting a bug, please include what you were doing, which browser or device you used, whether you were playing alone or in co-op, and a screenshot if possible.

If you enjoy your time in Blossom Valley, please share the game with someone who loves cozy games. Reviews, community posts and recommendations make a huge difference for a small developing project.

Thank you for visiting the valley and helping it grow.