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Lemon

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A member registered May 19, 2024 · View creator page →

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Oh yeah, I never thought about licensing, I had just shared it as part of a jam but I guess I'll say its CC BY-NC though if you want to use otherwise, you can talk to me about i

Too Hard :(




Actually a pretty good game

Unfortunately, I can't right click and left click at the same time on a laptop

I loved this game, I can see that most other people had some trouble with the flinging mechanic but I had blast, though I'm too sure how intentional this way. I think this would be a great game to speedrun, by best attempt is below but I don't finish

A cool little arcade style game. The cutting mechanic is really unique and is quite fun, though I'm not always sure how you're meant to cut it. Also I think the bomb flower needs a bit more impact when you hit it. Once great game

An interesting game but definitely has problems. There should be some explanation of the game and controls. The gameplay itself is fine but a bogged down with bugs. The miniboss hands don't take damage ,\the rolling enemies have debug text showing what state they're in and the player can go off the screen. The tv screen is a good idea, but only the ui is actually distorted by it so it looks weird. Lastly, pressing R turns on a debug mode.

I feel that for a game jam, you already go into every game knowing that they will be small because of how short a time frame it was made in. Due to this, I focus on the gameplay, if it's fun and has some amount of variety, you could be playing it for hours despite being relatively small and simple. If you try to go too big, its more likely that it's not fully polished and not as fun, therefore even if it might have 2h of content, you might only play for 30mins before getting bored and leaving. 

A very polished and fun game but I feel the gameplay can be a bit disjointed at times. Since the level doesn't end until all the enemies are killed, there's not much incentive for me to grow the garden until the end, where I can simply leave one enemy alive and grow the garden while avoiding it. Maybe just a time limit for each level might work better. The art is very nice, though the fact a butterfly is an enemy isn't very clear. I enjoy that you thought to have a graphics settings, but I'm unsure what it does. 

A fun little game, I love the idea of each flower affecting you differently, though the sleep flower doesn't really impede you that much, it just darkens your screen. The gameplay was easy enough to understand after reading the manual which I'm sure whether is supposed to show up after the start of the game or not. It came up, but then there was a flower transition and I was in the main game. There was a few other bugs, sometimes I was able to plant seeds randomly without the seeds in my hand, I think it's probably from dropping them due to the itch flower. Also I didn't get enough money on the day the sleep flower was introduced but the day just didn't end, there wasn't any more customers but wouldn't move on. For the bouquet wrapping screen, if it clicked near the bottom right corner, the game would pause, also I would be nice if the order went away on that screen because it's always in the way. Lastly, the sleep flower was a bit too hard to do in time due to having to go so far to get the watering can (why does it need watered if it's in water). Still overall a good game

A nice cute arcade style game. I really enjoyed the concept of the weeds healing you more the more you let them grow but I think they needed a point they grew too much, maybe they explode into spores damaging the flower, so that you can't just leave them to fully grow. The music was great and the art was nice but would benefit from some more animation.

Absolutely incredible game to make in a week. The art was gorgeous and I really liked the strategy of placing the flowers, though some of the flowers could be explained better, chiefly the evicap which say in it's description that it sucks richness from it's neighbours, which makes sense, but then says it increases the casting power of its neighbours as well, despite the fact that less rich soil gives less casting power. Almost everything was very polished except maybe the text, there was a good amount of grammar mistakes, clunky sentences and spelling mistakes (wich instead of which, wetnes instead of wetness and prodyctivity instead of productivity). The time given for the planting phase was the perfect amount, just enough to barely plant everything. The bosses were slightly too harsh and really there should've been a restart button. Still an amazing game, definitely could be a winner

A nice little maze game but could use some improvements. The light revealing part of the maze is very well done but the parts of the maze aren't as good. The randomness is nice enough but I would more variety in the player and goal starting place (I think this is partially done because I spawned in the middle once). The main problem is the maze's hitbox. I was constantly getting stuck on corners. I think this for two reasons. One, the player and maze hitboxes are right up next to each other,  as can be seen from the fact that the player can't move left or right in a corridor. Preferably, both hitboxes would be a bit smaller than their actual sprites. Secondly, the way collisions are done doesn't seem the best. From what I can gather, when a collision is detected, the player's movement is cancelled. This can be fine in some circumstances but isn't here. Instead after a collision is detected, the player should be moved as close into the wall as possible (this can be done in a for loop where you slowly inch the player forward until you detect a collision). Without this, the player's distance from the wall is depending on their frames as higher frame speed causes the player to take smaller steps per frame.

A nice puzzle game, though I thought you had to bloom all the flowers, one of the levels (the first one where a flower is in the way of the exit), I didn't. I don't know if this was a bug or intentional. Also the images in the opening intro look incorrectly scaled, which reminds me, the game doesn't seem to scale correctly to full screen. Lastly, is the cover page AI? it looks really weird, like why is the water coming out of the top of the watering can. Still a good game

A cute game but a bit short. Cleaning the tank must really stress that fish it needs fed every 5s

A really good adventure game. The ending was unexpected, but great. The only thing is that I wouldn't call it a dash, more a sprint.

A very simple game but it works. Love that it's a scratch game

A nice platformer but I think the wall jump could be improved, maybe with some coyote time

Interesting concept but falls short. The main issue is clarity, it's very hard to see what's happening. The two enemies needing different items to be killed is a good idea, however, there is not a big enough difference in their sprite to show that. This means that it is very easy to think that the game is simply not working correctly. The controls are quite sore on your hand as they are all on the left hand.

A cute game, though a bit basic. It can be a bit hard to see after you've got all of the flowers which seems like should an end point. Lastly, the player can still look left and right after you lose

A cool idea for a game with some real potential for the future. Although I seem to always end up with 1 flower left that I can get the bee to hit. Also there some bugs I found, firstly if you repeatedly hit the spacebar to rotate it, the game crashes. I found this happening quite a lot, especially when I was trying to chase down the bee to get the last flower to bloom. Another problem was that when the bee bloomed the flowers, although it was meant to bloom the flowers beside it, it would bloom the flowers it was originally beside, so if you were like me and tried to bunch them up, a flower on the opposite end would bloom with them. Still a cool concept and I would love to see how it will be developed

A cute little game, there could be some improvements but still very good

A game with nice visuals, but not much in terms of gameplay. I like the idea of having to buy the seeds as it adds a nice extra thing to worry about. The problem is, there is nothing to worry about. There's no way to lose as when a customer's timer runs out, they just walk away. The time given of 60s is way too long, meaning you can always easily buy the seed, grow it and give it to them. Really, the player should lose if they do an order wrong or not in time and the customer's timer should be shorter with each next customer. Nobody ever wants the smart brain which, while funny, means that you just never grow any. Instead a better idea would be that sometimes a customer will come that wants a smart brain but with a very short timer <10s so you have to have it in supply. Also, when you give a customer their brain, they still accept more brains until they move away.

The web version seems to be partially broken as all I can see is what seems like a debug screen

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An interesting visual novel, I didn't expect the twist but I was not completely out of the blue. Some of the text is a bit clunky or has grammar mistakes, but I think that's because it's being translated from french. Also the game doesn't seem to fully scale properly in a small monitor

Unfortunately, the game doesn't work saying it can't find a file at a path.

A cute game, the art and idea is quite nice. The main problem (other than the web build not working) is that there is no real difficulty scaling as far as I can see. There should be more and more enemies as time goes on. There are some other lesser problems that should be also fixed, there should be some sort of title screen, preferably with a tutorial or just controls (the z on the itch pages really looks like an s), holding down z is way too overpowered, the enemies hitboxes are a bit too small. These all are easy enough to fix and then you would have a pretty good game. Also 

A fun puzzle game with a nice use of the theme. I loved the level transitions, although sometimes they went on for a bit too long.  Also for some level you seem to have more flowers than you actually need, which seems weird. Lastly, when you put a flower back into your inventory, it bugs out a bit. Also in level 9, I didn't despite having the correct solution. All and all, a great game 

Looks great, but runs terribly on my system, so I can't really play it

A nice first attempt at a game, though not too related to the theme

A short game but nice enough. The energy system with bullets requiring them is creative but could use some improving (the long enemies take 3 bullets to kill while still giving back the same amount) The upgrades were nice but I think a great number and variety of them would be better with them being randomly selected. The sound effect of shooting bugs out a lot, only actually playing if the bullet is by itself and far from the flower. 

A fun puzzle game, but the "roguelite" elements make no sense to me. I get the choice of a hint or whatnot, but why the seeds. There is another a problem, a bigger problem, the rules of the puzzles make no sense. The first two rules are very similar to sudoku but hide a secret, it doesn't specify a row or column needs to have a seed. This is obviously seen in the first level where there's a 4x4 grid but you only plant 3 seeds. This means that for any level, you cannot assume any row or column has a seed. The third rule has a much bigger problem though, The third is that each pot type can only have one seed, not MUST have one seed but CAN. This means, by the rules of the game, planting no seeds should always be a valid solution. Obviously you don't win and so you might assume that they meant must and just wrote can, that is until you get to level 18 ( or around level 18). Here you have a 8x8 grid with 11 different pot types. There is no way to know the solution, you just have to guess.

Seems like a nice simulator game, but I really can't understand how you're meant to play. There seems to be some scaling problem which cuts off some the screen as there is no way for me to see how much money I have. I planted seeds, then harvested and sold them but it seemed like I didn't make money. Sleeping should also definitely need a confirmation. 

A nice little game, the gameplay is quite creative and I quite enjoyed it. A tutorial would greatly help as the start you're a bit lost as what to do but you pick up it quickly enough. This isn't helped by the fact the settings and the leaderboard buttons do nothing. Lastly, some times the enemies will flash on screen for a second.

I love bullet hell games and this was definitely up my alley but my main complaint is that it was too easy. The winter stage was a nice difficulty but the other ones were all quite easy. The overall presentation is great, very clean and polished 

An absolutely gorgeous game. The crafting mechanics are really cool, though I would love crafting recipes to save. The tutorial could be a bit better, it doesn't tell you that you can't go over until the fourth round while since the second needs no genesis, it's really easy to go over. Also genesis is a bit overrepresented, all of the first crafting outcomes have either genesis at 2 and the rest a 1 or all at 1.  Also the story mode seems to have some bugs, in later rounds, a character will pop up as to speak only to then go down again, sometimes the passives that are meant to activate at the start of a new round wouldn't and somehow I was able to permanently have 1 thing in the exalt at all times, activating it did noting though. Finally, as you probably have noticed, the stylus character's name is duplicated.

A cool game and concept but needs some improvements. As it seems everyone else here has said, the controls are bit unruly. I feel like this is all down to the controls flipping, as the actual handling of the bee for each direction on its own is very good. I like how the combination of the a and d movement creates a kind of snaking path that really looks like how a bee moves. The game would benefit from a score counter, as well as some points gained from killing enemies and hitting the flower. The sword should probably stay with you if you hit the flower as, as it is now, the sword is pretty useless as you can only ever kill a bee or two. Still overall a good game

A very atmospheric little game. I loved the art, especially the eye. There were a good couple of bugs though: if you changed direction you were walking without stopping, your character wouldn't change direction. If you moved left or right while going down a pit, you could miss the screen transition and hit a different one if you kept going. When you go back to a previous screen, it puts you at the start of it instead of the end. Finally, you aren't locked in a cutscene when you get the third flower. This means if you get it in the chest or the secret area you can leave and if you, like me, left the digging flower for last, you can move the screen and completely break the eye sprite. 

Still a very good game

The idea of having to refill your bullets is cool but I think it could've been implemented better. There definitely should be some way to gauge how much water you have left. Secondly, there should be something that stops a player from just using one faucet repeatedly, maybe something were the faucet can only fill the watering can up once before taking a while to refill. The dash mechanic feels a bit useless, I think it could be improved by giving the player invincibility while doing it, in exchange for using up their stored water. Additionally, when in the dash, the player has no collision and can go through walls. Lastly, a bit of enemy variety could help.  

A really fun and unique idea, although I felt that it was bit too hard in the later levels, ( the bomb caterpillar attacks very fast and you can't harm it as it's travelling unlike any of the others). Overall a solid game 

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Can't believe you took my shtick with your macrow mode, you'll be hearing from my lawyers. Jokes aside, a really solid and polished match 3 game and is one of the only games where the 2 bit limitation doesn't just hurt the art and its clarity. There could be some improvements though, the difficulty scaling for the normal difficulty wasn't too good (I got to wave 26 and only died because I wanted to move on). At the start of the game, you have multiple skulls that you're trying to quickly get rid of, but as soon as you do, the difficulty falls greatly. I think a part of this is, unlike other match 3 games, you can rotate without it having to match. This means it is much easier to set up your board to make bombs and the alike. I not sure if forcing you to match every turn would be the solution but I think something to keep you matching would be. The calamity mode was a nice hard mode, though could be a bit unfair (as you probably noticed). I think it would benefit from having your board being empty of skulls at the start as a there are times when a skull is created lodged beside blocks and there's no way to win. 

Overall, still a great game and I loved the combos I was able to do