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Playful Crow

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

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It was fun. :-)

Vampire survivor gameplay is addicting and you have executed it quite well. I like how you feel the slowness off the turtle and how you can enjoy the few seconds of power when you are spining.

The assets are beautiful (hats off if you made them during the jam!) and very nicely animated! It is a pitty that the arena itself is entirely empty.

Good job!

Such an unique concept. I like it a lot.

At first, I was confused of what to do in the game. I notices that my dung grows in size, but it took me while to find out that it only grows on the dark mud near the rocks. Also with the experience from first boss, I kinda expected that bug running on the top of the ball is indicator I am ready to smash into an opponent. But for some reason it was not the case for ladybug boss.

It was oddly satisfying just to run around and building up my dung ball.

From the visual point of view, I liked the savana aesthetics. It also goes pretty well with the music choice.

Nice job!

Congrats on finishing your game!

The combat is a little bit frustrating for my taste. Especially the fat that at some parts of each level I was not able to attack at all (in first levels it was usually on the first screen with first bunch of enemies). This led me to figuring out that simplest solution is to not fight at all and just run and dodge the enemies - and it worked just fine. Well - until the boss, where I died three times without being even able to hit him (I killed almost all of the guards though). This is when I gave up.

I kinda liked the narative aspect of the game. The music was also very good, I especially like that you put different tracks for each location.

I think that with some tuning of the combat it can be pretty fun game.

It was fun.

The revolver mechanics is something new. The scrolling and shooting was little hard for my wrist though. :-)

The upgrades were nice addition.

It took me really long time figuring out that I need to start the wave by clicking on time wheel on the top. I was running around several minutes trying to figure out why there are no enemies to shoot.

The visuals are nice, some animation (even small one) could liven it up.

Good job! :-)

Thank you.

Regarding pizza slices - they should be added automatically. When you sell any slice, new empty is added to its place. If it is not working for you, there has to be some kind of a bug that I was not able to reproduce. :-(

Thanks! Yes - the shop icon is kinda hidden. It is described in How to paly section, but I understand that in-game tutorial would be much better place to put it in.

Thank you!

Maybe this time I beat the curse of not being able to improve my game jam concepts after the jam. Maybe. :-)

Pretty fun game.

It is definitely original concept that is simple to grasp.

I really like the visuals and the shanty.

Nice job!

I just love your game!

Such a simple gameplay, but it works like a charm! I like how everything happens on one screen, the turbine controls are intuitive yet challanging to master. The fact that you have to deliver different guys to different platforms adds so much to a gameplay. The game getting faster in later phase is also good choice.

Visuals are super cute. It is a pitty that there are no sounds in the game (I hope it is not an isse on my side).

Awesome work!

I am really impresed what was you able to put together in just one week!

The game is pretty deep and it is a definitely nice spin (pun intended) on balatro scoring system. Yet the gameplay idea of creating some kind of clockwork mechanism is fresh and unique.

At first I was little overwhelmed with all the terminology, but I got used to it.

Audiovisuals are great and UI is neat.

It is hard to find any cons, but maybe I felt like the income could be little higher in order to purchase new stuff.

Great job!

Nice collection of various minigames.

It might be nice if you had to press different keys (not only spacebar) to keep focused or pressing it only when some prompt appears as it would really require you to be really focused as a player.

At first I found it difficult to recognize what minigame is ready, but once I got familiar with the assets, it was no more an issue. Still some universal indicator might be handy.

Good job finishing your (from your profile page I assume first?) game!

Thank you for the feedback!

Yes, the game needs some serious balancing. Right now the randomness is too powerful (on either side).

I really appreciate your suggestions, if I get to some improvements/reactor of this game, I will definitely consider them. :-)

Thank you for the message! I agree about the randomness. It would be nice to have more power to work with it and minimize the bad/good luck somehow. I am actually thinking about some upgraded version after the jam ends, but I am afraid that once the time pressure element drops, I will never finish it. But maybe this time it will work. :-)

Thank you for your kind words. :-)

Thank you! It is funny that we got same idea about spinning the pizza and still made very diferent games. I really enjoyed playing yours and I think your gameplay mechanics is working much better than mine. :-)

And regarding the hand - now when you talking about it I see it is kinda weird. :-D The thing is that when I drew the "normally pointing" hand, I was not satiisfied with the result and decided to get another angle - quite literally. :-)

Thank you so much! I think that my game needs a lot of ballancing and maybe even refactor of the core mechanics to work properly, but it is great to hear that even in this state it was fun for you to play! :-)

Thank you! I am really glad to hear that you liked the game. :-)

Thank you! I totally see that the repetitiveness is an issue. Unfortunately I didn't found satisfactory solution in the game jams timeframe.

I really enjoyed the cinematics production value and the humor of your game. :-)

Hello fellow spin-the-pizza devs! :-D

I loved playing your game. The concept seems well thought of and working. It was fun seeing how the spins chains and slices get sold.

The visual stylization is beautiful. I love the use of carton texture. And the peperoni on volume slider? Cherry on the top!

Great job!

Amazing game!

Not just that the audiovisuals are beautiful, but the gameplay is fun and tense. The hours-drawing mechanic is very original and it keeps you hooked in the game.

I absolutely love it!

Absolutely lovely game!

Pretty all aspects o the game are polished and works like precisely made swiss hamsterwork.

The levels are designed cleverly and several levels were a challenge for my brain. I admit that I was not able to beat level 15, but I have a feeling that I will get back to it later.

Pretty cool game! The controls are smooth and it feels good to run and shoot.

Slot machine determining ammo mechanics is great idea. I was not lcky enough during my 4 gameplays to get anything other than ininite ammo jackpot, so I can't tell what they do, but the infinite ammo one felt powerful - in a good way.

It was not easy to see diference in special ammo efects when not hitting jackpot, though. I also didn't understood the meaning of spacebar action (I guess it is some kind of a dodge?) or the indicator under the healthbar.

What I like a lot is the UI.

Nice one!

Nice strategy game. It was satisfying to see the fire being extinguished tile by tile.

It seems that there is no lose condition in the game? Having some highscores with most profitable players after 3 minutes gameplay could be addicting. :-)

Visualls in the game are simple, but functional - analytics view is nice addition.

Yes, and one small thing - the warning message about being out of water is spammed too frequently that I almost shouted "I KNOW!" on my computer. :-D Adding some timer on that might be nice.

Overall very nice game!

Such a clever concept with smooth execution. I enjoyed playing all the levels and I wish there would be more!

For the first phase of the game: Its basically a shooting range minigame and thats fun. The spinning room makes me a little bit dizzy, but its not that terrible to be unplayable. It gets worse with faster mode (deciding demage the core more).

The boss fight is a classic bullet hell, which is also fun. Yet some juice could be added. Even small things like red flash and some sound effect when getting hit would do the game a big favor.

It is a pitty that the gamme can't be finished because of the bug with immmortal boss.

Good job releasing your game!

It was fun to wander as tornado and destroy everything (just don't tell my shrink).

I liked the visual style - it has it's dark side of the old Disney stuff.

Reflecting therapists evaluation as given bonuses is original.

Nice job!

Thank you, I am glad you liked it! I am sorry you have encountered a bug (but thanks for reporting it - much appreciated). Reloading the game might possibly help, the game is saved on the start of each day.

Thank you! I will totally  try your game in few days, once I get to the PC. :-)

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. :-)