Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Playful Crow

177
Posts
1
Topics
20
Followers
A member registered Jan 31, 2025 · View creator page →

Creator of

Recent community posts

I liked the dark and rusty atmosphere of the old recycling centre.

Rat as a main protagonist makes perfect sense and makes it cuter (even that he is probably a bolshevik).

Conveyor belts were little bit clunky and items on them were stuck. But you can say that it is intended as the machinery is old and sometimes it was even helpful to prevent wrong material to get to the end of the line.

Nice game.

I love the fact that you simply refused to do the math and made the bargaining a gamble. :-D

Thank you for the bug report - it might be connected to the increased storage capacity perk. If I decide to continue in development, I will definitely fix it.

Thank you! There is about 10 upgrades in total and if you have them all, you are simply not offered with more at the end of the week. It is great you have met Freddy the cat, not everyone were lucky to get him offered. :-)

I like the moving background effect in the main menu.

Model of the computer enemies looks great.

From the gameplay point it is rather simple. Adding some ability to enemy or adding more type of enemies (for example one that shoots or something) could liven it up.

I appreciate going with 3D, which to me is always more challenging to create.

Good job!

Very nice atmosphere. Well - if you can use "nice" for a post-apocalyptic survival game. The drawn assets looks great. The music fits well and the background voices are that nice little detail that does so much for the whole scene (btw - did I correctly hear czech in that background voices?).

The only thing that was little annoying to me is that dialogue sound. But I am sure this is subjective thing and as I was able to skip it with a click, it was fine.

The survival mechanic of resource management is nothing new, but works well. The dialogues were good written.

I liked it.

Clever theme incorporation.

I like that the environment is "present" and a part of the gameplay. It is great that you can rearrange CSv as you wish, turn the radio etc.

The game has nice visuals that works together pretty well.

The fact that you uncover new intel on profession's traits is nice and motivates you to keep discovering.

Once the game crashed (left scanner disapeared and game was stuck) - not sure why.

Very nice game!

First of all - you really need to point player to that loot button, because I spent few minutes trying to figure out how can I start playing.

But once I found out and started all that salvaging, building, selling and istalling, I had a surprisingly good time. That feeling when you salvage expensive component is addicting.

Once you discover all features, the UI is kind of functional. Visually - I think there is a space for improvement to get some visual identity (but this can be subjective).

I would also welcome some sound effects.

I think it is a good game you have here.

Very well crafted game. The core system feels polished and it was fun to play.

What I would welcome is some respawn of enemies, maybe even making them progressively stronger to keep the challenge up as you are upgrading your own ship.

I also didn't found out if I can spare my earned credits on something.

Nice job!

Thank you. I was thinking about the bargain mechanic and the fact that not everyone is a fan of the little stressful math. Maybe I could make it more optional by adding slight punishment for bargaining (less customers attraction if I make them pay more money or something simillar) to make it something for something.

Thank you for the feedback and for the follow!  The catalog is such a cool idea! I will surely add something like that if I decide to continue work on the game after jam.

You know what they are saying: Admitment is the first step. :-D

Thank you for the feedback. Some form of tutorial will be definitely helpful for this game to make onboarding easier.

Thank you!

The goal of the haggling is to select price that is better for you. For example if you are selling item that costs $10 and you are presented with options "+3%" and "+$0.01", you want to select +3%, since it is more (3% from 10 is 0.03). When presented options are worth same, it doesn't matter what option you choose as both are considered to be succcessful.

As far as for the money management, I didn't really get to the ballancing part, so I am unsure if I set the prices "fair". For that reason I deccided to not punish you for not paying the rent in time. There is a mehcanic that allow you to postpone payment to next week (with some interest). And you can actually do it infinite times.

I collect all the given feedback and I am surely thinking about making it to some fully released game. So maybe. :-)

Very original bubble-gum mechanics.

It was nice to discover them separately in first levels to get a freedom to choose all of them in the last one. I see a potential for a lot of new levels with this arsenal. Maybe the "baloon" make the "sticky" ability less usefull as I found it easier to use the baloon to get over obstacles.

I like that you were able to tell a whole story in a relatively short game.

Racoon is adorable and chewing gum somehow only adds to it. Some tiles were much less detailed then the rest of the game, but I understand there is too little time to create perfect resources.

I really enjoyed playing your game. Nice job!

I somehow love the game's aesthetics. The grass especially is mesmerizing to watch.

Fishing mechanic works pretty well. Personally I wouldn't mind making it slightly harder to hit the green area.

It is a pitty that shop is broken, but overall I had fun playing your game.

Good job!

Definitely the best theme implementation and originalityfrom the games I've played so far.

Technically it is a little buggy. Cutofs are sometimes lost, sometimes they can't be picked up.

I love how you played with magazine covers.

Imagine having an OCR implemented that would check if the message is readable. That would be awesome! :-)

Very good job!

First impression was great. The graphics and UI looks neat and the controls feels great - you really feel the heaviness of the space ship. On this part the game is awesome.

On the other hand:

I was not able to find out how to use scraps to upgrade/repair ship.

I was bumping to things but it doesn't seemed to do any damage to my ship.

It was so easy to get lost. Some subtle indicator on the edge of the screen to find the space station would be very handy!

I didn't find an option to get to the main menu to start over. Even when I run out of fuel, there was no fail state allowing me to restart.

When you get out of fuel, the thrusters sound keeps playing.

I wonder if the upgrades are implemented? All game descriptions suggest it is, but I didn't really find a way how to do it.

Overall it seems like a very solid foundations to a game that was unfortunatelly not finished in time.

This is such a good theme implementation.

Building your robot from spare parts you are discovering is so creative and fun. Combining parts into new ones is also great addition. Dark green-glowy environmmnet builds a good athmosphere.

What I was missing was ability to rotate parts in build mode (I hope I just didn't missed a button for it). Unfortunatelly I also didn't get far, because I got stuck in part where you fall down and I guess you need to use nozzles to get over a small bump, but after falling I was always rotated in a way that nozzles were not aiming a ground (therefore no flying for me).

Still - I was enjoying the game and I think I might get back later to try again.

Great work!

Great to hear you have enjoyed it for a while! :-)

Thank you for kind words about art style. Regarding music, all credit belongs here: https://ende.app/cs/song/13376-ambient-acoustic-guitars-vol-9 I have just used it in the game, because my own guitar skills are limited. :-)

With the stress part, I assume you are talking about bargaining? - that can be little tense, yes. :-) Thank you for playing, I am glad you had fun!

Thank you for playing! It can be hard to select correct option in time pressure, especially when you are presented with two options that differ only slightly, so don't feel bad about it. :-)

Good idea - I agree it might be helpful in some form. I will keep it in mind for potential future projects. :-) Thank you!

It was fun.

Games with some automization improvement has its magic. And it worked on me here as well. I appreciate going with 3D for the game.

With second conveyor belt upgrade the game lost a tempo little bit, because there was no more pressure with getting to the barrels in time.

I noticed that you can kind of use the raising crusher as a lift. Once I ended almost on the roof and then I got accidentally stuck behind the obstacles with no way out. But I guess its punishment for going where I shouldn't be. :-D


There is a bug where items are still being queued when game is paused. So when you unpause it, a lot of items get spawned at once.

Overall very nice game!

Wow, you have sticked to the day 47! I am so glad you liked it! :-) And congratulation on discovering a bug with an invisible bookshelf. :-D

Cozy game. No real goal, no blinking arrow. Just pure exploration that drives you forward. And it works pretty well.

And the movement by following a laser pointer? Super clever idea. :-)

Looks like you repurposed Dome Keeper a little bit. :-)

But in a good way. The mechanic where you switching weapon type is nice (and the fact that the cannon is actually sword's hilt is awesome).

The control of the sword swings felt a little bit clunky to me and I didn't really get to it. That is probably the reason I was killed sooner than I was able to see new enemy types (judging there is more types based on screenshots) every time I played, which is pitty.

The visuals looks nice and it was fun to play.

Thank you for the feedback. :-) I absolutely agree with the key binds. Some shortcuts would be nice addition, unfortunatelly it was in the "nice to have" category and there was not enough time to get to it.

The fact that weight affects speed and jump heigh is clever. I didn't noticed first, but knowing it I had to try it again and it really does. Cool.

Simple, but very well made game.

Artstyle, sound effects, music - all works pretty well together.

Later levels keep your brain busy as the symbols and colors are ever changing and hiding making it surprisingly tense.

Only downside for me is the theme integration, which I don't really see here.

Great work!

I love your distinctive art style and cartoonish vibes of your game. Sound effects are also well fitting and satisfying.

The overall "playfulness" all around the game is amazing.

Nice one!

Good atmosphere that is underlined by the sound design. Controls felt really good. Opening storages was satisfying and you kept me tense what will be found there.

Theme implementation is kind of borderline for me.

Nice job!

Thank you. I am glad you liked it.

Relaxing and super-cute game.

I love the idea of assigning the animals to correct job based on their abilities and personality. It fits the game jam theme perfectly.

There are some hints on who might be a good choice, but they are subtle, making it still challanging to choose the correct animal. The fact that animals are assigned for more days adds more complexity, because perfect candidate for some job might be currently assigned elswhere and you have to choose second-best fit.

The art has unique style that is lovely. Music frames the game genre perfectly. Maybe adding some corresponding animal noise when selecting "workers" could be a cherry on the top.

Great game!

Interesting gameplay. Not being able to control your movement forward on your pace is somehow challenging. The hitboxes felt a little bit off (I found it difficult to successfully crouch).

I didn't noticed if there is any difference in chosen items (except for log - I hate log as a weapon :-D) or if it is worth to take more of the same ones.

The biggest issue is that when reaching 0 HP game does not end. You keep getting hit and if you lose your weapon (once again - curse you log) you can't hit boss. This results in soft locked state where you can't win nor lose.

I liked the bg music and sounds. Art is nice.

Interesting puzzle-like turn based game. I think it has great potential, but it is not there yet for me.

More than anything I felt like I am just delaying inevitable death. The fact that both me and the enemies moves by one square every turn means you are either one space short for hitting the robot or you will get hit first and then you can destroy him. I feel like simple "pass your movement" action could solve some of this.

I like the robots that shoot other dead robots. It adds some of the much needed complexity. It would be great (and what might be another solution to the issue I have described above) if the projectil could also hurt another robots. It could create some strategy level in positioning enemies in between you and the projectile.

Waiting for enemy movement felt little too long.

Art is simple but functional. Menu UI feels fresh. Music fits the game well.

Even that I describe some of my issues with the gameplay - you did a good job!

I like how you comprimed the whole "campaign" to one map. It is fun to discover new tower types every second wave, they felt unique which is great.

Dragon narrator is cool and he helped me to be dragged (no pun intended) in the story while providing useful info about unlocked stuff.

I've found both music and art very pleasing.

For the resources - sometimes less is more. In this case I felt pretty overwhelmed by the amount of different resources. There was also little feedback on what I have earned, so at the end I just didn't care, because usually I have had enough to build what I wanted.

The difficulty is on the easy side, which is fine for the game jam, but for the full game I would personally preffer more challange.

Enemies that were shooting at me were a little annoying as the only tower in range of them was catapult and as they stayed in the back, they were targeted as last, so meanwhile they destroyed a lot of my towers and I was shouting on my catapults: "Just shoot those guys first!".

Overall very good game. I had fun playing it.

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!