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Playful Crow

142
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A member registered Jan 31, 2025 · View creator page →

Creator of

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Hi, was anyone able to create anything using that tool? My results are getting forbidden no matter what I request. I even tried to generate simple cube (in case my previous prompts were too complicated) but it still failed.

Also it has to be hell of a cube if it really has 10K faces. :-D

Sounds good! I wish you that all goes well with the updates. :-)

I had a lot of fun playing this game.

I have played many tower defense games, but never one with moving towers - and now I don't get why, because it is super fun twist to the genre!

It felt good to upgrade my towers (i mean pets) and making them OP. Well... in later phase maybe too much OP, but at the end - who cares when its fun?

The resource collecting is another great idea that works nicely.

Visuals are well done and cute. For audio side, it was nice surprise to see (ehm... hear) different tracks for each level.

Awesome job!

It was nice to think about outcomes of single decisions and how they will change the balance of power. What I was missing was some victory condition (even if it would be something like build 100 floors), because once I build 21st floor, I was not motivated enough to continue and I failed my attempt deliberately to see what happens.

The art style of the game is pretty. I like how you combine 3d with 2d and how you can zoom into the floor and enjoy all those details (and I rather not think of how the hell they get that horse on floor 20 :-D). I like the stylization of pictures on the cards. Subtle bacground music is also nice and calming.

Very good job!

Who doesn't like to swing on a grappling hook?

The fast movement made me feel fragile, but it was somehow balanced out with the wall jump and grappling hook abilities that often saved me. I am not an expert in these kind of games and usually I don't have the nerves, but this one actually hit the spot perfectly for me - just a moment before I wanted to give up I was able to beat the last level. So hats down (fedora, of course) for the level design.

Nice job!

Nice one. Pretty hard. My best is 4 meater (pun intended) high tower. But I assume that was the goal to make the game challenging so no complaints here.

The hell you have build has nice atmosphere (if one can say it about hell). :-)

Such an unique art style. It looks so lovely.

The game is simple but it works. I like that "pulling agro" of the crabs can be a part of strategy to get them away from a coconut so you can grab it more safely. The weight mechanic is also good addition.

I can imagine that after adding some new obstacles and making several different levels, it can be a full-size game.

Nice work!

I like that this game is a set of different minigames and the gameplay changes each level.

Unfortunately I am not fast typer and I can't pass through the typing minigame, so I can't see what is in the next level(s).

I also like how you connect these minigames in a short story based in a crazy world where grows brick trees. :-)

Good job.

I like the pump-up music and fast paced gameplay.

At first I was confused what to do, so I was just jumping above the pillars trying to avoid them. After some time I understood that the goal is to actually land on top of them to gain some points.

At the end, it was fun to play for a bit. Good job.

Thank you! A am taking a note here to look more on the game tempo during potential ballancing stage.

Wow, sounds like a well deserved victory! Congratulations! :-)

Nice, congratulations! :-)

I was not, but searching that game now, I am tempted to buy it. Thanks for tip. :-D

Thank you! I am glad you enjoyed playing it! :-)

Thank you for feedback! It is also nice to read some intel from your playthrough. Sending all hoarded resources is absolutely valid strategy - especially in the late game and when you are fully stocked.

If I decide to polish it more after game jam (still not decided if it is worth do or not) I want to make some tutorial that teach you game rather than having that "rulebook" that I admit is boring to read. Also I would like to focus on some ballance and reducing some RNG factor that can be harsh sometimes.

And congratulation on winning! :-)

Thank you for feedback! It is also nice to read some intel about your playthrough.

Thank you! I am glad you find your way through the tough start. If there is one thing I would love to add if I have had more time it will be definitely tutorial.

The audio in this game is awesome. From  subtle music to crispy sounds of gems - awesome!

Visuals are also very pleasing.

For the gameplay - I like the addictivenes of these mine-and-upgrade games. It is nothing original, but it works. I was almost missing some end goal, but then I found it.

What I was missing was the theme implementation. I kind of liked the idea of upgrading light source, but it just doesn't make any sense to me that you build a lighthouse in the underground caves.

I  definitely had fun playing this game. Good job!

A love the minimalistic ASCII art and music in this game.

It is pretty short and straight-forward, but I enjoyed it.

Well done.

Very interesting concept. I like the idea of growing building with all those different departments.

I needed to get used to money vs. visitors mechanic. I am still not sure I understand it correctly, but I think I am able to work with it. :-)

It is great that each floor has its own sprite, it looks so good when you stack them up.

Now I will make some notes about my gameplay experience, they might sound like a critique, but please don't be discouraged by them (it is impossible to make ballanced card game in one week):

  • It was hard to make a pick from realtively same outcome cards. Of course some are more visitors based and some are more money based, but at the end I felt like you still need both so you just alternate between them. Many cards are too similar in their outcome so I didn't really think about my pick much.
  • Then there are cards like Cleaning crew that it didn't really make sense to me to use (+2 turns on existing floor) when I can simply build a new floor that will have even more turns.
  • Liquidate also didn't make much sense to use as from my experience from 5 cards that I can pick from there is always something I want to play.
  • What I was missing most were some combos, because it is a bread and butter of any good deck building game. It would be great if there will be some interactions between floors placed next to each other

Game froze once when I was trying to build another floor (mini-mart). Not sure why. On the other run it ran smoothly.

The game has big potential and I really like it. It just needs some spice regarding gameplay, but I believe you will be able to add it in potential future updates!

Great job!

What I liked the most were the abilities. The way how you can use frost projectile as a platform to get further is great. As a platformer, it was fine. The controls of the character felt somehow a little bit off, but not in a frustrating way.

It is nice that you implemented shop upgrades in between levels - it makes you more motivated to collect coins on the way.

What I missed a little bit is the theme integration. I assume you are running in a tower, but I feel like it doesn't play a role in the game - it could be a castle or dungeon as well.

Overall I enjoyed the playthrough.

Very nice puzzle game.

Starting from level 3, I had troubles to find correct solution, but eventually made it all the way to the end level.

The idea is great and finding the ballance between budget and signal power was challanging. I liked the limitation on number of towers placed - at firt it seemed like an restriction, but at the end it was rather helpful hint on what towers to build.

Level design seems to be well thought. I felt like there is not many different solutions (but at the same time I am sure there is) which made me feel proud to find one that function at the end.

Visuals are simple, but works well with the game - the blueprint theme is clever way how to make much from less.

Great job!

Thank you! Gameplay could not be for everyone, so I am so happy it clicked with you! :-)  I've done it alone, but I had so much spare time for it during the week.

Thank you! I am so glad you like it. :-)

Thank you for the comment! It can be a lot to process at some moments, but when you start to unravel how these words are connected, it feels good. And usually then new language drops :-D

Thanks for explanation, that concept sounds cool.  :-)

Beautiful pixel graphics. I like that each tower level has several variations, which makes it look organic.

Upgrading the tower is addictive for a while.

What I didn't understand was if different upgrade types has some "function" or if it is just cosmetic. I noticed light blue ones doesn't earn money and those arrow ones have some range idicator, so maybe they boosts production in that range?

Nice game.

Thank you! Great to hear there is more Tower of Babel themed games. I am looking forward to try your! :-)

Thank you very much! Let's say it was a long week. :-)

Tell me about it! I was testing it in the morning, playing and playing and suddenly it was noon and I forgot to cook a lunch. :-D

Thank you very much for your feedback! :-)

All you can see is how many people rated your game. The scores will be revealed after rating period. Then you will see what scores you get in each category along with the rating distribution.

Until then, the only feedback is comments under your game.

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Thank you. I totally get you, I regret that I wasn't able to implement tutorial in the game in time. There is "How to play" on the game page, but I know there is a lot of information and it might be a little bit overwhelming. But I believe that once you get the basics, the game starts to make sense. :-)

I also want to record some gameplay video in next days. It might be also good way how to introduce how the game works.

It was surprisingly fun to build a tower from cardboxes. :-)

My first game was pure chaos, but in the second one I got a hang of it (although 6 meters is best I can do).

The movement feels little bit cluncy, but it might as well be by design - hard to tell. Visuals are simple (and sometimes little disturbing - yes weird "cardboard man" - I am talking about you!), but functional.

Good job!

At first I was not really friend with the game controls, but more I played, more I liked that its pretty unique. At the end it felt quite good to play (but very challenging at the same time).

One thing I had in mind while playing was that it would be great if the plastic bottles also slowed the Tuna, so I could get some advantage for good maneuvering skills.

Good job!

Very nice puzzle game. I like that you are introducing new mechanics in later levels. Also - well chosen difficulty level - it was not trivial nor frustrating. Well done!

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I love the aesthetics of this game! It played smoothly and it felt good to buy upgrades and improve diver abilities. One thing I was struggling with a little bit was finding the spot where I can buy the upgrades - it was not clear to me at first that I had to be at the rear of the ship. Oh, and there is a typo in hint for the boost (SAPCE).

Cool game.

So, I have added Drought and Floods as a new "obstacle" in the game. Drought lowers the water level making it harder to dodge other obstables. Floods - not surprisingly - raises water level, but there is a drawback in form of strong current, making faster pace.

I have also fixed some small bugs I have encountered and added fellow fish that swims in the river and makes you company (this is just cosmetics).

Another new version released. It includes following changes:

  • Added two new obstacles
    • Drought - water level drops, making it harder to avoid obstacles on smaller space
    • Flooding - massive rains causes water level to raise and making the river current faster
  • Food healing value doubled.
  • You can't dash, when you are not moving now(so it doesn't waste 25 energy)
  • Added fellow fish to make you company in the river
  • Fixed few minor bugs

Thank you for your feedback, I really appreciate it! I have some ideas for new obstacle, I will see if they will be working and if I can implement them in the remaining time.

I have released new version. Here is the brief changelog:

  • fixed bug that caused fish not to eat and move weirdly on some playthroughs
  • increased food (greenish bits) spawn rate slightly  to fasten game progression
  • lowered attention bar progression of the predator fish making it easier to hide (but progression now gets little faster, further in game you are)
  • fixed issue in non-tutorial mode causing some obstacles (barrels, dirty water) to appear earlier than they should

If you encounter any issue, please let me know, so I can fix it. Thank you!

Hi everyone!

I finished first version of my game Plastic Tides early and I am eager to hear some feedback so I can make some potential improvements (or bug fixes) in the remaining week. So if you want to get some a little break from bussy development, please give it a go. I will be thankful for any feedback. <3

In return, I will happily do the same for your game if you are interested.

Thank you, good luck with your game entries and most importantly have fun! :-)