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punpi

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A member registered 51 days ago · View creator page →

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The art style is really nice — the characters look cute and fit the tone well.

You could try using different hit sound effects depending on the type of attack to make the combat feel more dynamic.
I ran into a small bug where I was able to place two characters in the same slot.
It was also a bit hard to tell each character’s level until their final visual upgrade appeared, and I couldn’t quite remember what each sign did after a while. A short guide or tutorial would really help players understand and plan better.

It’s nice to see an action-focused game in this jam. The puzzles start off with the wiring section, but after that, it’s mostly just the password pad — maybe bringing back the wiring puzzle later with new hints could keep the variety going. The combat feels solid, though the attack has a slight delay, and the direction can change if I move right after swinging, which sometimes makes me hit the wrong way while dodging. Also, it might help to rebalance some of the sound effects, as a few of them come through a bit too loud.

This is a fun take on the whack-a-mole concept — simple but definitely has that addictive loop. The art style is really cute, and I liked the addition of the shop to buy new hammers. I ended up farming stars just to get both of them. It would feel even juicier with a satisfying slam sound when hitting and some audio feedback for the skeletons popping up or getting hit. Nicely done overall.

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The PSX-style graphics are really well made and consistent. The music matches the visuals nicely, and the sound effects are solid with no distractions. It might help to add a subtle UI click or popup sound to make dialogue interactions feel more responsive.

I also liked the detailed voice-over work — every action is covered thoughtfully. Adding some idle or “no progress” voice lines could make the atmosphere even more alive. I was a bit confused at first, but once I gathered all the hints, everything became clear and solvable. The sarcastic ending was absolutely worth the play, I actually got it on my first playthrough. Nicely done.

The game feels like a “hand-holding simulator,” where the main action is keeping fingers pressed — it ends only with a game over, no win condition. The visuals and atmosphere are effectively spooky, but it could be even more engaging with some additional scares or moments that make players too afraid to look, encouraging them to use the close-eyes mechanic more often.

It might also be interesting to include a timer or score that tracks how long players can hold on — that would add a challenge element. The sound design is crucial here; enhancing the ambient audio and subtle player sounds (like breathing or nervous movement) could make the experience much more immersive and tense.

— Ryu, Push Play Pls, Don’t Delete That!

(We joined the jam too — our game’s called Push Pray Please! if you’d like to exchange thoughts.)

I couldn’t really tell which objects were the sign badges I was supposed to collect. The second stage was fun though — I liked the jumping and climbing part a lot. It’d be nice to have a mouse sensitivity option since it’s a first-person game. The song is quite good, and it’s impressive that you built multiple stages. I noticed it’s possible to fall or walk out of bounds in stage 1 and 4, so checking those boundaries might help polish the experience.

— Ryu, Push Play Pls, Don’t Delete That!

(We joined the jam too — our game’s called Push Pray Please! if you’d like to exchange thoughts.)

After pressing play (on Safari browser), the screen stayed black and the game didn’t seem to start. Just wanted to mention it in case it helps with debugging. 

— Ryu, Push Play Pls, Don’t Delete That!

(We joined the jam too — our game’s called Push Pray Please! if you’d like to exchange thoughts.)

After pressing play, the sudden sound really startled me and didn’t quite match the calm visual of the intro text. When I continued, my character fell through the map and I couldn’t move or interact afterward. Hope this helps with debugging — the concept seems interesting, looking forward to seeing it fixed and working properly.

— Ryu, Push Play Pls, Don’t Delete That!

(We joined the jam too — our game’s called Push Pray Please! if you’d like to exchange thoughts.)

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I really enjoyed The Silent Mantras. The core idea is simple but fun and surprisingly addictive. Chanting to fill the goal and reacting to the signs to defend yourself works really well. There’s also a lot of potential to add more pressure or complexity to make the gameplay feel even more dynamic.

Learning all five sign language combos took a bit of effort. It might help if all of them were explained together on one page for quick reference.

The art style has a funny, and I’d love to see more striking or dramatic effects to enhance the visuals. The voice-over sound effects were hilarious and added personality, though at times they slightly interrupted the learning flow.

Overall, a very creative and entertaining concept. Great work.

— Ryu, Push Play Pls, Don’t Delete That!

(We joined the jam too — our game’s called Push Pray Please! if you’d like to exchange thoughts.)

Really love the spooky atmosphere — it sets the tone nicely and makes the environment feel immersive. The gameplay concept itself is quite interesting too!

However, on my first playthrough, I was a bit confused about the main objective. I think I missed part of the explanation dialogue, and since there wasn’t any reminder or hint afterward, I ended up just running around picking up random items until I restarted. Maybe adding a short objective reminder or a clearer prompt could help new players stay on track.

I also found the controls a bit tricky — the mouse movement didn’t feel very consistent, which made it hard to control at times. Smoother or more responsive movement would really improve the overall experience.