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runiracc

102
Posts
7
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1
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A member registered May 10, 2025

Creator of

Recent community posts

The shader and UI work on this game are extremely impressive, and the concept and writing made such a weird, unsettling vibe. I loved it! Great work!

The falling-sands dirt is super cool to see and I really liked the whole setup and puns (cleaner snail, the lob). Very appropriately seedy atmosphere too, and impressive work getting all these different elements in within the time period, like the UI, task list, dirt, shopkeeper, dialogue, and so on. Great work!

The puzzle design in this is next-level, the music sets a great vibe, and the "environment" (ascii art, writing, and so on) was done really tastefully. Really a great submission, great work!

Absolutely unhinged game in so many ways and definitely the most "extremely incohesive feverdream" game of the jam imo. Really loved all the voice acting and "inventory system" though I do wish the latter were used more. Great work y'all!

Super cute character, I especially love the hover animation. Sliding around was quite fun but I felt the level design didn't facilitate it very much. The environment was really surreal though, it's quite the vibe - great work!

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This is a genuinely fantastic concept and you executed it with style! I think often maths-derived concepts like these are very difficult to turn into a recognizably fun gameplay experience but the way it was done here I think was really good. I could see it being a full game with additional mechanics like creating/removing some number of cells manually to influence the patterns, or even adding cells that follow other Cellular Automata rules aside from Game of Life (such as wireworld or langton's ant).

Absolutely loved the clouds and overall ambience in this, great work!

Hi there! I wanted to give your game a try but I was a bit confused and put off by the setup instructions. I think it would help if you clarified why your game is in this unusual client/server configuration when it doesn't appear to be a multiplayer game. Besides the distribution being unusual, I also couldn't find familiar signs of this being a Bevy game, and the binaries are much smaller than I would expect from a Bevy game.

Thanks! I also needed `--ozone-platform=x11` or else the browser fails to render anything at all on wayland.

I gave it a try and I made it a good few levels in. I was really missing a sense of progression such as hammer upgrades, new enemies, mechanics, or a level counter. But I really liked the enemy assets and overall presentation. Nice work!

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I loved this game! It evokes that growing "cozy incremental" genre on Steam using Survivors-y mechanics. Discovering there were permanent upgrades was a very welcome surprise and I went for a couple more runs just to try them out. I also thought the art, music, and visual effects (especially the ground and particle effects) were really aesthetically pleasing and showed great taste. I would pay for a full version of this on Steam with more spells, a permanent upgrade tree, the works!

The music gets repetitive very quickly, and I'd have loved to see more minigames, but that's jams for you. I really liked the different surreal premises of each dream and the art helped out a lot. Nice work!

This is a very competent game! The concept is very nicely tied with the theme and it was executed with good mechanics, visuals, and writing. I liked the details in the computer scenes each night and the expansion gameplay taking over cells was fun. Great work!

I wasn't able to run this on Linux with either chrome or firefox without errors or severe performance issues. If you add desktop builds I'd love to try those instead!

I would have liked more levels or game mechanics, but jams are just like that. The switchups in the last level were entertaining and dodging things was pretty tricky but surprisingly fair. Nice work!

Audio and visuals were all great and the main gameplay of destroying the city was addictive! I do wish the destruction segments were a more controlled length because I wanted to go back and forth improving my build more and they kinda went long. I couldn't tell if the city layouts were the result of a huge amount of manual labor or a very convincing generator, it looked really good. Great work!

I think some ambience would have gone a long way here, and I didn't really understand the chasing mechanic, but it is very dreamlike and great atmosphere especially on the first and second chapters. Nice work!

Thank you and I'm glad you enjoyed!

I was really unsure about the realtime format but it just felt like it could work especially with the theme and visuals and I'm happy with how it turned out! Sorry about that crash, if it's the same one others have been having it seems to be triggered by leaving the game running in one level for a while :(

Thanks for playing!

Thanks for giving it a try!

Thank you! I'm really thinkin about it 👀 

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I think your annoyance is well-justified! I realize now that I originally set out to make something closer to a roguelike, but the final product was more of a linear action adventure, which makes death into nothing but a drastic repetition penalty. If I could change it now I'd change it to restart you from the current level. Ah well, thanks for giving it a try and congrats on seeing the last level (you're the only one who's mentioned it so far)! 

Thank you for your review! Yeah clarity was a struggle throughout development. Things like the music speeding up at low health help with general awareness but I couldn't figure out anything in time for awareness of spell cooldowns. So sorry about those crashes :( it sounds like it happens if you leave the game unfocused for a while in web builds so it didn't come up in testing!

That's a pretty good idea! It'd control somewhat more like an ARPG or strategy game then. Thanks for the kind words and for giving it a try!

Thanks for giving it a try! I definitely struggled to figure out ways to improve clarity despite the grid-based realtime format. Sound effects might have helped a lot but we didn't manage to get them in. 

I'm really impressed by this entry! It's a very ambitious concept but you pulled it off with style - the storm model itself is exactly the right kind of stylized to be doable in the time limit and looks great, and the road system is really clever especially once I found out I can choose which fork to go down to try and get closer to the storm. Great work!

Very reminiscent of Glyphica, but I really like the creative mechanics here. I was most missing a sense of difficulty progression - it felt about the same difficulty up til I stopped around level 12. The way you generate lines and tower locations is very interesting and well executed. Great work!

Love the atmosphere and general vibe, and I'm a sucker for both assembly type tasks and "work a shift" type games. I think this could really use a quota you must meet or you face "disciplinary action" or something, as well as more nuanced production steps that take different amounts of time, so that you can start your next item while one is cooking. Overall, great work on this!

So many hidden gems in this jam and this is definitely one! Fun papers please style game, I particularly enjoyed the keyboard shortcuts and mechanics focused around letting you make quick decisions (in line with the "speed" theme). Upgrades and difficulty were well paced and satisfying. Great work!

This is really fun and I could easily see a full version being successful on Steam! Great work on the polish, I especially like the UI!

I liked seeing the different backdrops as speed picks up. Wish the letters progressed into words at some point though. Nice work!

You're clearly onto something here because I just spent like 15-20 minutes doing nothing but spending money I don't have on things I won't own, just to see what comes up on the receipt and to see what you came up with for the next department. Great work!

Love the shader effect or whatever it is turning on random lights around the player and enemies. The upgrades were very confusingly worded and some of them didn't seem to do anything. Overall, great work!

Pretty fun! I think a nice mixup could be things that you have to avoid instead of attacking. Nice work!

Slow start but a very interesting game. Using the  mods to keep it going made a very enjoyable loop. Nice work!

Really great concept and flawless execution! Great work!

Seeing the huge waves towering over you is a pretty surreal feeling, I quite like it. It didn't feel like I was going any faster or slower as suggested by the controls, moreso just keeping the boat upright. Nice work!

Love the creativity with the concept here, and the minimal wireframe-ish aesthetic is very nice. Nice work!

I love this entry! It's really well polished, I love the inclusion of the trash can and throw button, and the fact you can grab extras of your tools in case you lose them. Very coherent and nice visuals too. I would really like to see this with like the placement of the driver you just helped and whether you cost them a position by being slow lol.

Very difficult game without having a way to slow down! I think I died to one of my own bullets one time lol. Nice work!

The UI and visuals on this were fantastic, great work! The rings receding backwards really throws off the depth perception. Also, I think there's a bug causing damage sometimes even when you're not near any red cubes.