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Ponjisk

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A member registered Apr 08, 2024 · View creator page →

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I really like it. It was pretty satisfying to push these guys around and the upgrades felt impactful. Played 3 times and it seems the upgrades you get are randomly selected? This can really affect the difficulty. First attempt gave me like 50 heals and no actual upgrades so I got overwhelmed. The story is a nice tough, though a bit tedious on repeat playthoughs. Very fun overall.

The game seems to softlock after a certain point. This happened after the waves following the "I'm the finest idiot"(or whatever) story sequence. Not sure if the game is just over or not progressing properly. Really cool until that point, though.

I like it. Cool concept, relatively cleanly executed. Not much fluss but not a lot of polish either. There definitely could be some features to alleviate some of the more laborious aspects of the puzzle, like remembering the planet movements and positions. Still very solid.

Kinda wish there'd be a way to gauge the planet movements ahead of time. Having to trial and error and then remember them is kinda tedious.

Pretty competent all around but hard as nails.It's one of those games where I as a player feel kinda handicapped against super strong waves of enemies. Seems like power ups should last a bit longer. And the shooting sound is obnoxiously loud. Also, I don't really understand why the mouse is needed to shoot. Why not just use the space bar or something? Feels kinda awkward this way.
I also find the visual style pretty disjointed.

But these all really are just minor complaints. Overall it's very good and there really isn't anything substantial to moan about. It's just very easy to want to enjoy it just a little more.

Pretty solid experience. Everything works as it should. Although I found the main gimmick really click with me. I found myself kinda just sidestepping it, only switching colour when absolutely necessary and just dodging/hiding from orbs I didn't feel like shooting down frantically. Maybe this is the intended solution but I found myself unsatisfyied feeling like I avoided the point of the game. Now, I can't really complaing too much about this because this is a pretty fundamental game design issue and solving it seems like quite the project in itself. So I get why you just stuck with it and finished the project as it was. Not every idea needs to strike gold, obviously. But it was still a solid experience that did what it aimed to do. So I don't fault it for that.

Works well enough. Only problem I had is that I couldn't figure out what to do about the higher up objects. Can't seem to change my own altitude and they don't appear to come down. Kinda unsatisfying. Also it's strange how the pickup sound is a bit delayed.

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I must say this may well be one of the most frustrating and/or unsatisfying games I have ever played in my life. Not sure I would even classify it as a puzzle game tbh. As far as I know, there really isn't any way to "figure out" how the levels work other than to gain a precise and intuitive understanding of how exactly the game's physics work. Until that happens, it really isn't much more than trial and error aka placing Muons in random spots and seeing what happens. What this game desperately needs more than anything is some sort of indicator of how the blip will fly, kinda like the slingshot in Angry Birds - Literally any sort of UX work because at this point, It really does feel impossible to figure out. This kinda starts even on the level select screen where it isn't obvious which one to even begin with.

Now all that said, the Idea is pretty cool and the game is presented quite well. Nice graphics, sounds and all that. I want to like it but the way the sole mechanic is implemented, I can't really keep going.

Very simple but it definitely works. There really isn't a point to anything to be done in the game, really. Steering is meaningless if you can just fly straight up and keep shooting. Then again, it feels good enough, has a start and end and conveys the theme. So not much to complain about.

Very nice, polished and, most of all, complete package. Moving and picking up the cargo is actually satisfying enough to carry the experience and the enemies are certainly serviceable to spice up the gameplay. The story is a nice bonus and balancing story against mechanical progression is a nice touch. Nicely done!

Very nice. The only thing I'd wish for, aside from general polish and content,would be some kind of indicator of where the bugs are located. What I mean is that I can to constantly look and scan for them, which can be somewhat distracting. Maybe have a skittering movement sound for them or a hissing when they aggro onto you. I say this because more than once I was ambushed by one with no idea where it came from. Feels bad. And it's way more exhillerating to realize what's about to happen and attempt to avoid it.

Man, these enemies do not mess around. Makes one feel very underequipped to deal with them. Mainly, it feels very constrained since you can't shoot and move independently. Makes it very cumbersome to fight enemies. But a very solid package for sure.

Very solid overall package. Looks fine, is nicely supplied with sound effects and has a distinct sense of progression. Even a boss battle. Clear to tell a lot of work has gone into this. It does suffer some balancing issues but in general, it's a very good entry and something to be proud of.

Love the character designs. They crack me up. Also love the idea of bacteria the size of a rat.

I don't know how one comes up with this premise or character design but I love everything about it. Very barebones in terms of mechanics, obviously. But a cool little adventure in something that actually feels like a game world. Also appreciate that you took the time and effort to do some sound design.

Man would I have liked momentum or something to make moving around more enjoyable. Not that moving was bad or anything, I just found myself wishing to slide around a bit.
Also it became quite difficult to see after a while. I get it tho, this sounds like a polishing aspect that may well be way more complicated than it first appears.

Very nice first attempt. There isn't much to do, of course, but what's there I kinda like. Its strangely lonesome and atmospheric in a way. A bit more varied encounters and maybe some flavour text alongside a goal and this would actually be a cool little game.

I like this more than I perhaps should. Although rudimentary in both aesthetics and mechanics, this somehow actually serves a vibe. It really does feel lonesome and empty, as space really should. The lack of sound really highlights this. Not sure how much of this is intentional but this actually managed to create an atmosphere, which is quite something, although I wouldn't know how to convert that into ratings to be honest.

Not a whole lot of game here. Also not a lot of relation to the jam. Don't need me to point that out, obviously. Very taseful homage. Making people feel for a stranger's pet is definitely an accomplishment. I also appreciate some of the more creative, playful ways you used text to convey the story.

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Very cool little project. Not a fan of rhythm games like this, usually. Yet I'd still have liked to play a bit more. Take that as a compliment :]

finally

Poetry really does crop up in the most unlikely of places, doesn't it?

I wonder who will be first to collect all medals...

very simple, but youve tried youre best :3 - Sam

Highscore 510

leider keine Zeit gewesen für vernünftiges balancing in der audio ;_;

Ihr habt ein Bild das gibt ein bonus

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