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Robbojonas

11
Posts
A member registered Aug 18, 2025

Creator of

Recent community posts

Fun idle game, but please add Audio sliders.

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The friends we made a long the wayWhat a rollercoaster of emotions. This is a funny game and   I love the characters.

The platforming is annoying, but that seems intentional haha. I somehow managed to collect all useless items .

You could bind double jump on one button instead of pressing W and Space. I couldn't double jump by just using spacebar. The interactions were funny and the surprises are great. The hitboxes on the Angry  Birds section could be better and sometimes you get a fail condition even  if you would have succeeded a few seconds later.

But hey, at the end it's all about the friends we made along the way.   I had a lot of fun with this game :)

Solving these puzzles felt quite rewarding and required some interesting attempts.

You should play around with different reset options, because sometimes it felt frustrating to reset the entire stage and setting up everything again.

The challenges felt quite unique and allow for a lot of freedom. Good job!

The concept is amazing. The web version had massive audio issues, but that's probably on my end.

I thoroughly  enjoyed the levels and challenges. The artstyle, sound design and mechanics work really well. At the beginning I struggled with legal moves/ restrictions, but with some experimenting I got used to it.

The WebGL performance was pretty  bad for me,  but in windowed mode it went a little smoother. As I said previously, this is probably on my end.

This game has huge potential and I loved playing it. Good job!

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I would have prefered a web version, but I downloaded the game and played it.

I like the sound  and graphics design. The space punch didn't always lock onto the enemy and I would have prefered a mouse cursor in the menu to tweak settings.

The  game already has good immersion and it has an interesting concept/ mystery to it. This game definitely deserves a high rating.

After many attempts I managed to beat the game and collect a few stars.

The wind mechanics feels heavily unbalanced and combined with other effects it's sometimes impossible to deal with.

When pushing forks in the air they can clutter the board with shadows that distract from the actual shadow threats.

The death animations are chefs kiss. Especially the one where the tomato gets sliced in half. The music is also great. I am curious what levels you can come up with. I like the screenshots :)

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I enjoyed the challenge. The new mechanics got introduced well and some levels had some good headscratchers.

The concept is fun and the level editor works.

I am curious on what ideas you come up with for future mechanics/ stages.

I had a visual bug on Level 21, but somebody else posted a screenshot already.   The planned animations/ effects could spice up the gameplay and will make it feel more satisfying. Overall, a fun puzzle :)

I had the same bug on Level 21

The levels are well polished and provide a fun challenge.

I would like to see a music slider and maybe you could experiment with outlines for moving redzones. The game felt fair and balanced without those indicators. Therefore, I would just experiment with it and see how it feels.

Very good submission in just 48h. 

You perfectly hit the theme and the game idea seems promising! 

I struggled navigating the map and the light mechanic felt inconsistent, because sometimes it barely lit up the area, whilst on other times I could see multiple paths.  The first runs felt very tedious, but later runs showed the true potential. I was able to improve my times with better routes and take knowledge from previous rounds to bait the chaser.

Your submission is very creative and I would like to see a more polished version and some levels to pick from. You did a good job with the short timeframe  :)

First of all the game seems well polished. The audio and selfmade art fits perfectly to the feel of the scene and the dangers get more difficult over time + you have a "side objective" with the crates.

Sometimes it is hard to tell whether a boat gets "wrecked" or dodges an obstacle. I would like to see an indicator, so I know "eh, the captain knows.  the light source is enough!"

There is not a lot left to discover after the first  or second attempt. Maybe  new boat/ stone types and an increasing map size could work.

You did a great job. Especially given the short timeframe to plan everything out. The game felt pretty well designed.