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ProgrammerOnCoffee

50
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10
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A member registered Jan 20, 2025 · View creator page →

Creator of

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Very good graphics and music! This definitely fits in with the theme.

Unfortunately, I believe I found several bugs.

  •  Going back to the title screen while the slots were spinning caused the slot sound to keep playing until the slots were spun again.
  • I sometimes found that I wasn't able to buy items in the shop, even if I had enough money for them. This may be because I gained money from the slot machine after the round was over, but the shop didn't update which items could be purchased. However, I also encountered this when I had exactly 25 coins and didn't use the slots.
  • I'm not sure that things purchased in the shop, specifically the faster and larger bow upgrades, actually had an effect the next round.
  • I don't think that the bow's hitbox was updated when it grew, which caused the arrow to pass through it.

Great work!

Thank you for playing!

Much of the feedback I've received has regarded controls, so I've already made many changes. I've added editable hotkeys and scroll wheel navigation. I've also made it possible to rotate pieces simply by clicking them, whether or not the rotate tool is selected. In favor of that, I plan on removing the rotate tool entirely. I will also make it possible to move pieces by dragging them.

I haven't considered a "replay" option, but I have added next/previous level buttons that would allow you to go back and solve a level again if you so wished. I do plan on adding more types of pieces, but I haven't decided what they will be yet.

I appreciate the feedback!

Very fun gameplay!  After getting the time jumping mechanic down, I thought it would be easy enough. However, the concepts of shooting and crashing into yourself made it challenging! I did manage to win after several attempts.

I agree with the post below that a smooth transition between frames would do a lot of good. With sounds, more polished graphics, and perhaps a few more levels, you could make this into a nice, full-fledged game.

Great work!

Very nice concept! The game itself was fun once I got the hang of it, even if the art and sound aren't the best.

I did encounter two bugs. Twice the ball flew out of the map when moving fast. Once I couldn't move, and no enemies could attack me.

Great work!

Nice take on the theme! This was fun and easy to pick up.

I found that the old line disappeared before releasing left click, which is not how it was worded in the description. I also would have liked the ability to draw during the countdown.

Good work!

I like your take on the theme. I would agree with what many others have said about adding more questions and randomizing them.

I'm unsure why, but sometimes I could get more points by clicking random buttons multiple times than by clicking the correct button one time. Clicking the correct buttons only got me around 30 points, while I was able to get up to 70 with incorrect answers.

Good work!

The gameplay is simple, but enjoyable! I wouldn't have minded seeing more mechanics and levels, but you have a good amount of gameplay for such a short jam. I did notice that there isn't a limit to how quickly you can dash, so if you right click rapidly, you can almost fly.

As for graphics, the gentle animations on the creatures are nice. The music is good and fits the game well. For a second game, this is great! Keep up the good work!

Great take on the theme! You managed to fit an impressive variety of movements into one button!

I did struggle to get all the movement sequences down, as others have mentioned, but I can't imagine that that can be helped much when only using one button.

Good work!

Thank you for playing and leaving your feedback!

Thank you for playing and leaving your thoughts! I certainly didn't make as many levels and mechanics as I would have liked to. Graphics-wise, I've added an animated background and also plan on making a better shatter effect for targets.

Great concept! I would have liked it if the speed and angle of the bomb were saved when you failed a level. It was tedious to have to rotate it numerous times, especially when it was facing the wrong direction.

Good work! 

I appreciate the kind words (and the pun), and I'm glad that you enjoyed it so much! After all the positive feedback I've had, I do plan on making this into a full release.

Thank you for playing!

I love the concept and the art!

Aiming could be made easier - I found trying to aim while simultaneously dodging attacks very difficult. On a similar note, I think it could be made more clear that you don't have to aim. Perhaps it was just me, but I spent a long time on one level before realizing that it wasn't required to.

Great work!

The graphics and animations are wonderful, especially for a solo submission on such a short jam! I did find the text a bit hard to read against the background though. I also noticed that levels reloaded before the screen went completely back.

I do feel like there could have been more on the gameplay side of things. As others have said, there wasn't as much strategy as there was "throw the boomerang really hard until all the walls break". I never felt the need to recall the boomerang as it would always eventually bounce back to me.

Excellent work!

Nice take on the theme. Unfortunately, I couldn't beat the last level.

The sound that plays when you start to launch the ball is rather irritating, but other than that, this was fun!

Great work!

I appreciate the kind words! I definitely didn't add as many levels as I would have liked to, but I will certainly keep working on this.

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I did!

Thank you for letting me know! The Windows version was the only one I was able to test.

Great work! The art is beautiful and the music sets a nice mood. This perfectly fits in with the theme.

Unfortunately, I ran into a bug at the end when I tried to send all four characters to the Industrial Zone. Two of them were at the camp and wouldn’t move at all, and I had to wait until I ran out of supplies. Perhaps the screenshot below will be helpful.

This was fun! I might have liked to see more kinds of enemies later on, but the ramp in difficulty with the few that you had was nice.

It did take a while to buy upgrades, especially at the start. Some more balancing may be needed, but other than that, the skill tree system is a great addition.

I did notice how you made the background lines pulse to the beat. That was a nice touch.

Great work!

Yes, the scene in the screenshot is where I got stuck. After coming back to it again, I did figure out how to get past it. Still, it’s very unclear and requires more precise movements.

After progressing a little further, I managed to soft lock myself. While sliding down a wall, ice cubes regenerated on top of me and trapped me. I could melt one, but not both. A reset key could be another thing you add for this reason.

As for the controls, I may just be used to control schemes closer to WSAD. Arrow keys to move and Z to jump felt weird, but I did get used to it.

I regret to say that this is simply too difficult. The controls seem unorthodox, at least to me. The precise movements required to get into and out of the leftmost area took many attempts, and the distance to a checkpoint from there set me back several times. I wasn’t able to progress at all after unlocking wall sliding and reaching the next two checkpoints.

Still, the art is is great. The sounds and animations help bring it all to life. I hope you’re able to balance the difficulty once the jam is over. Good work!

Thank you for playing! The night songs are my favorite too, especially the second.

I wanted to let players decide whether or not to play music, but I can see how the silence can be disrupting. I’ll add a setting to control autoplay and enable it by default.

Loved the concept! It took me a while, but I managed to figure it out.

I did find the rooms a bit dim. Maybe you could add a slider to control brightness.

Great work!

Unique take on the theme! I’d agree with others that the timed traps are a little tedious.

Great work!

Thank you, I appreciate it!

The day/night cycle is thanks to a great free plugin from TokisanGames.

Thank you for playing!

No, there isn’t a point yet. I thought about adding a bird that would try to steal them, but that’s something for a future update.

Very fun! I managed to win on my second try. I’m surprised you managed to make that many unique mechanics and levels!

You might want to explain what “Friction” is - I didn’t know for sure, so I never bought items that affected it. I also found a bug: The Digital Watch item doesn’t actually add any time to the clock, as it should.

Great job!

Surprisingly fun for something so simple! I’m not quite sure how, but I managed to get the ball stuck in the corner in just the right way and earned 1634 score.

It’s quite hard to pick the ball back up if you drop it on the floor. You could add triangles to the bottom corners to make it easier to scoop the ball up. A hotkey to reset the game would also be nice.

Good work!

Thank you for your feedback! I do plan on adding several more rooms, hence all the “Coming Soon” sticky notes around the ship. As for random events, the current list of rooms includes an electrical room that will periodically lose power. The player will need to solve a puzzle before they run out of oxygen in order to turn the power back on. If you have any other ideas for rooms or events, feel free to suggest them!

Great idea, but unfortunately very hard to play.

You might try capturing the mouse while dragging (see the Input.mouse_mode documentation). This would make it much easier to launch cubes farther without accidentally dragging the mouse out of the game window.

Good work!

This was quite difficult, but I did finish it after a while. I’d recommend adding more checkpoints in every area. I’d agree with others that the beginning is hard to understand, so you could add a better tutorial too. I might not have figured it out if I hadn’t read the description first.

Movement in the 3D maze is far too slow, even when holding Shift. You might consider speeding it up quite a bit.

I also noticed an issue with the “Move together only” part: If you hold down opposite keys for one character (e.g. A and D), you are able to move the other character without the timer counting down. I’m not sure if it is intentional or not, but it did make the area much easier.

Good work!

Good work, this was fun!

  • The music could be turned up more. I didn’t even realize there was any until I turned the volume up quite a bit.
  • The pixelated sideways text isn’t easy to read. You might consider making it horizontal.
  • There’s a small issue where you are able to grab two shapes at once if you click right on the edge of each. You could add a margin between them to fix that.

I’ll add a few more things that you could implement:

  • You could try to apply the color tags immediately instead of having the typewriter effect type them out.
  • You could add some randomness to how much commands replenish a system (e.g. instead of always adding 20 power when using deploy_panels, you could add between 17 and 23).
  • You could add the ability to skip or speed up the typewriter during the game, not just in the introduction.

I’ll also add that you could try to control the rock spawning. I sometimes had to press reset several times before even attempting the level because the rocks pushed each other off when they spawned.

This fits the theme well! I would agree with what others have said: Background music would be nice, and the physics should be reset when you release a rock. Well done!

Of the games that I’ve rated so far, this is one of my favorites! Aiming with paddle felt very responsive. I like the XP system, but the strength power-up does seem far more powerful than the others. I’d agree with some things others have said. The extra ball doesn’t seem very powerful as it can easily be lost. Since the ball doesn’t respawn at the paddle, it’s easy to lose two lives in a row. Great work!

I think this is a great concept! The audio is a good fit and the terminal-style graphics are a nice touch. The gameplay does seem a bit lacking. Everything drained noticeably faster than I could refill it, and I only felt like I was delaying the inevitable. Systems sometimes went down even if they were replenished and there were no events.

This would be better if more strategy was involved. As others have said, I usually just chose to replenish the lowest system. You might also consider adding a limit to the number of events that can happen at the same time. Multiple times I had four occur in a single day. I’d love to see where you take this. Good work!

Audio and graphics are relaxing. Aside from adding more to do, you could add the ability to zoom out and build higher.

Well done for only four days!