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Playful Crow

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

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That was fun.

Nice pirate sandbox. I like that you have to keep switching between sailing, firing cannons and doing repairs - it kept me under pressure.

It feels so good when you aproach enemy ship, the music stats to play and you start firing.

Good job!

You did such a great job with the heists gameplay. Asigning robbers to the relevant roles works like a charm. The dice rolling is thrilling and the whole system of required number of successes o the heat mechanics are also very good addition.

I had a lot of fun playing your game!

This was super cute little game!

Simple concept that is put together well. I really like the artstyle. Stealing food was fun. And now tell me how can I get that catchy song out of my head?! :-D

Nice job!

The dice stealing mechanics is very nice and original twist on dicebuilding game.

The pixelart is nice and all visuals sticks together very well. The pixelated text is maybe a little hard to read, but I understand its used for the united visual identity.

Some BG music would be nice.

I like the potential synegies when building a spell you want to cast, it just felt that the element aspect dice could be stronger than +1 effect (especially on higher rarities).

I guess overall I was little confused on the whole counter-element tactics and even afte beating the game I am not suer if I understood it coectly.

It was hard for me to decipher that these numbers in description are number of relevant faces on a dice.

There might be a little bug, where sometimes the elemental dice showed wrong name (eg. dice with ice icon and description had Water in name).

The escape dice felt kind of like cheating. It was much simpler to use it rather than fighting the mages. But maybe I was just lucky to get it most of the time.

Even with notes above, I really enjoyed the game.

Nice job!

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I had a great time playing your game!

It was fun planning a route for the treasure and it was also satisfying to see it works.

Visuals are simple but fits the game pretty well. I really liked the animation of that banker/magnate/wealthy man - well... let's just call him Bobby. I also liked how the pile behind Bobby was getting thin while you are looting. These details are really nice touch.

Level design was nice (and some levels made me smile). As far as for difficulty - it was rather on easy side of the scale (which on game jam is rather positive).

In mission number 4, I got stuck. After looting what I could, game didn't show me the exit button so I had to restart the game (thankfully you have save system implemented). Next time I tried same mission, everything went well.

Maybe adding a faster time option could be nice addition (especially in late levels) - but this is just suggestion caused by the lack of real critique :-D.

I would definitely play more levels if you decide to add them in the future!

Very nice job!

I absolutely love the comic book stylization. The overall UI is neat and natural with attention to details.

Notoriety and infamy as win/lose condition of the game is good idea and woks well. The fact that the game uns in real time creates a nice tension.

I didn't really understood the importance of people's attributes. I assume bigger numbers = better chance to succeed, but fo example: is agility better on some kind of heist then on other ones? And if yes - then why can't I choose whom to sent? Lv 1 next to the portrait also suggests that there is some kind of leveling, but I didn't figured out how to level up my characters.

I had a good time playing your game. Nice job!

Thank you for kind words! :-)

Thank you for the feedback!

I like the idea of specific-attribute-driven missions.

Thank you! Mewgenics vibes are very flattering (I guess I can't hide 100+ hours spent in that game :-D).

Thank you.

Training a supermouse seems to be popular strategy around here. :-)

As ar as for music, credit goes to Umplix, I just borrowed it for a game.

Thank you!

Here is a secret - mice looks is actually randomly generated and not tied to their attributes. But I love that they were generated in a fitting way in your playthrough. :-)

Thank you. I'm glad you liked it. :-)

I might have not explained it well ingame.

The danger indicator represents chance to get caught. In other words - roll is made every time you progress mission (or perform loot action) and if the roll is lower or equal that danger value, mission fails.

Btw: thanks for checking up all my games! :-)

Nice, what a chad mouse! :-D

Thank you for nice words. I am glad you has some fun playing my game! :-)

Thank you so much for the feedback!

I absolutely agree with the points you made. I also used the "supermouse" strategy in my short playtesting, but it was too late fo me to find a good solution that would be implementable in time.

And that is what I love about game jams - you are constantly learning! :-)

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I had a lot of fun, playing your game!

The flicking mechanics combined with stealing is original and clever.

Illustrations have their unique style and feels playful. So is audio.

Controls were a litle inconsistent. It was not comfortable fo me to have to use keyboad at the end of the mission to continue. I would stick with full muse controll everywhere. I've seen your sense of humor, so I know you will not get offended, hence: What kind of psychopath sets zoom in on scroll down instead of scroll up?! :-D

The information on characters seemed a bit ovewhelming at fist, so I tend to ignore it, but eventually I stated to plan my flicks more, using that intel.

Some text was ovelaped on the aftermission loot screen.

From difficulty standpoint, I think some balancing might be needed (with few upgrades, I started to feel OP), but I totally understand that its so had to make a good ballance in such a short period.

Absolutely lovely job!

I like the premise of going on missions, sneaking and stealing things. The top-down missions were fun.

It was not clear when I am safe and when I can get caught. Some indication of that would be nice.

Also it took me too long time to figure out that I need to *click* the button to escape. It was not intuitive, since movement and stealing actions are controled by keys.

When I returned from the mission game says I was busted, which was confusing, because on home screen I've seen that I actually earned some money.

There are some other bugs here and there, but for something made in two days, it is good.

Interesting concept for a board game.

I am not a fan of "roll and move" mechanics in the board games, but you've made the "roll" part kind of skill-based, which made it more interesting. I felt like I am getting better in predicting when to stop the wheel, but there was still a margin for error (which is good).

AI was kinda bad at the game, so it was not that challanging to win. Hotseat multiplayer would be a great addition.

I felt that going to jail roll is too punishing. Losing all the money is tough. It is nice, though, that you can get them back if you rob the jail.

The art style felt unique and the imperfections somehow fit the game well.

Good job!

The game looks and sounds awesome! I am in love with the artstyle.

I just wish the game was more forgiving. I would love to explore more from the game than first two wagons, but I simply can't because of the difficulty. I tried several times, but didn't get pass more than 3 guys. I tried crouch and jump to avoid enemy bullets, but they are too precise for me.

Thank you! I am glad you enjoyed playing it. Maybe it's the fact you are cat. :-)

Thank you for your great feedback!

I totally agree with the need for some more interactive gameplay mechanics. In fact, this time there was quite a lot of compromises and cuts that I needed to make and some things stayed only on paper. :-)

Thanks for the feedback!

I totally hear you! Both things you mention would be nice improvement and I will totally address them in some next game with similar dialog system.

That were strange places I've visited in your game for sure.

Interesting take on cat and mouse chase. Well, you are the mouse, but with some lollipop boosts you start to feel more like a cat.

I don't know if there is some ending after reaching 100 days, the game didn't hooked me enough to try to reach it (I gave up at the day 26). I am not saying that it was boring - I enjoyed it for a while. It has nice horror athmosphere. I just think that if it was "survvive 20 days" rather than 100, it would help the overall experience. And sure - make it 100 once you will add more stuff to the game that make it less repetetive after a while (which I hope you will do, because there is a good potential).

Also once I got a lot of speed boost from the lollipops, I was so fast that movement made me feel a little bit dizzy.

You did a good job!

Hi, with current 19 ratings, I would really welcome one more: https://itch.io/jam/brackeys-15/rate/4310525 Thank you!

Btw: I've played your game and it is amazing what you were able to put together in just one week!

Wow, you did a great job finishing such polished game in just a week!

Movement with dashing and attacks felt dynamic. Special attack felt powerful as it should. Boss fights were fun.

Artstyle fits the sweet aesthetics perfectly and audio sounds great.

Awesome game!

Hi, I am currently at 19 ratings, so one more would be much appreciated! You can find my game here: https://itch.io/jam/brackeys-15/rate/4310525

Thank you!

I have also played your game and I have to say you've done great job!

You are building really good atmosphere in your game. Both sounds and visuals are really strong. I am usually too scared to play horror games, but I have to say I quite enjoyed this experience.

Good job!

Hi, it was fun to play your game. Really nice job!

If you can try out mine, I will be glad: https://itch.io/jam/brackeys-15/rate/4310525

Thanks!

Colorful aesthetics of the game feels good. Moving background is cool addition.

There is a plenty of different abilities to play around.

At first I didn't get that you play different level based on chosen ability - I had to look to the comments section to find out that there is much more content.

Really good game!

Nice idea and great execution!

So many aspects of this game are really good. Visuals are lovely and unique, sounds fits perfectly, gameplay gets you hooked.

Yes, once you see everything, it gets a little repetetive, but I enjoyed all the time spent playing it.

I think I enocuntered one bug - when you have more than 5 units (or combination of units and balista), camera is not following vagon in the traveling segments.

Great job!

Hi, fellow "knight themed game" developer. :-)

I have played and rated your game and I will be happy if you try mine: https://itch.io/jam/brackeys-15/rate/4310525

Thanks! 

The reverted gravity mechanics is fun and frustrating at the same time. :-)

I liked the music and used sound effects, they fit well with the playful assets.

I managed to get to the third biom, and after several deaths, I gave up. It might be nice to add some checkpoints so player doesn't have to repeat from the very beggining.

Also - coins counter is not reset on death - not sure if it is bug or a feature. :-)

It is nice game.

What a trippy game. :-)

Yes - it is lacking a lot of things, but it definitely has its unique charm.

What I really liked in this game was the audio. It felt really good fitting.

The b&w visuals are surprisingly charming.

One thing for us who are less observant (ok, for us who are lazy to read) - I would stick with using E for all actions. Inventory felt like an overkill here and at the gate I instintively pressed E to use hairclip, but I was told that I left it in a car, so I thought I messed something up and returned there to obtain it "again" - just to find out that I need to open inventory and use item from there.

The thing with the precision is hard to describe (and hell hard to implement - I can imagine). But overall I thing it might be a little delayed audio what causes it. I re-run second track on medium difficulty to check and notice that at the first part I would expect some beats to match the piano note. Later with the percusions beat introduced - I would expect it on the beat. In both cases I had to push key a little bit earlier.

But once again, it might be totally my problem that I am fixing on "wrong" flow.

EDIT: I also tried easy difficulty on the same track and it seemed on point there. So either it is little off for medium on that track or my brain is overwhelmed with more inputs and that is what creates this feeling.

Oof, that was stressful. But in a good way. I was not able to beat last level, but I can see it is totally possible with a good strategy.

One thing regarding controls: Having Q for getting back to the map selection is dangerous when you are using WASD for camera movement in game. I hit Q accidentally several times during playing.

Also adding some basic sound effects always liven game up. Without them it feels a little "empty".

Its a nice game you have there!

I really love the visual style. The retro color palette makes a lot here. The scenery in first track is something you want to frame and put on a wall.

All three music tracks sounds really good and it was fun to play.

I was not sure about the responsivity/precision regarding the rhythm game part on some places. There were parts where I felt it is a little bit off, but then there was a part that felt good fitting. But this can be an issue on my side. :-)

For the theme, it would be nice if all track were set in some strange place, not only the first one. Especially when we saw how creative you can be with the flying cars one.

Overall it is a great entry and I wish you will keep working on more content in the future!

That was fun. :-)

I like the fact that everything is colorful from the view of fly protagonist. I enjoyed those small interactions with other animals.

Energetic music fits the game well.

One minute lifespan supports willingness to play again and find more efficient trace.

Good job everyone!

I really like the game core mechanics. The changes to the world behavior are interesting and creates good environmental puzzles.

Graphics is simple, but functional. I am not sure if the greybox environment is intentional or not, but I actually don't mind them.

I would welcome some character sounds for walking and jumping to add some life. Maybe also some bg music.

Also ocntrols felt a little bit sensitive to my taste. It was making me a little nauseous (especially in combination with toxic fumes effect).

Overall - I had a fun playing your game. Great job!

I love the visuals of this game. The cozy illustrated office with combination of all of these crazy customers works great together! UI is also eye-candy.

Each character feels unique and dialogs suits them well.

I seemed to have trouble to find a perfect vacation (I scored 4 stars at best) and I am tempted to play again, which means you all done pretty good job! :-)