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sansuru :D

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A member registered Nov 17, 2023 · View creator page →

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Ok I got some friends to play, and I think the game would really benefit from is a reason of death, it is very confusing when a player dies because there's no feedback on what happens (such as the eyes for the pause menu or the person in the corner)

(ignore the late reply I'm going through all the comments after the jam lol)
:D I appreciate you trying out my game and the nice words <3

(ignore the late reply I'm going through all the comments after the jam lol)

REAL THE ENTIRE IDEA WAS "how can I gamify getting distracting by everything possible," I couldn't display it properly but besides social media icons some of the enemies were just other people and a tree (aka going outside lmfaooo). Thank you for trying out my game! <3

(ignore the late reply I'm going through all the comments after the jam lol)

Yeah the controls were hard to figure out without either making a weird control scheme where the keyboard becomes a numpad or an on-screen numpad. Regardless, thank you for checking out my game <3

(ignore the late reply I'm going through all the comments after the jam lol)
PICO 8 RAHHHH <333  Thank you for checking out my game <3

(ignore the late reply I'm reply to all the comments after to the jam)
I'm gonna pretend that it was intentional and it was absolutely part of the narrative (it wasn't lol). in all seriousness, I do need add a tutorial as many others have expressed confusion, and refix the balancing of the items and difficulty scaling, it jumps wayyy too high. Regardless, thank you for checking out my game! <3

Thank you for checking it out! <3

(ignore the late reply I'm going through all the comments after the jam lol)
Balancing the items was something I couldn't get around/have the time to deliberate properly, I definitely wanna add more and balance it out! Thank you for trying out my game! <3

Thank you!! Yeah I love pico8 as an engine, it has such a nice charm. Thank you for trying out my game <3

I drew all the assets! Pico8 has a built in sprite editor so I had to fit a bunch of social media logos into an 8x8 pixel grid, and yeah I definitely wanna try to add an interactive tutorial because I don't expect people to read the description for in-game mechanics. Thank you for trying my game out and giving feedback! <3

Thank you! Yeah I had to compensate for not being able to put detailed instructions within the game, so I spent a whole day just making sure I had the page setup right (and I still had mistakes I fixed in the middle of the jam LOL), I appreciate you trying out my game :D

DAMN WEEK 4 IS INSANE WORK WOW

Also that's actually interesting feedback with the ping noise, didn't even consider that and will keep it noted :D And yeahhh it's a little hard to type with one hand even with the way I put in the description, but I appreciate you still trying out my game even after ratings <3

  • I like the visual clarity updates! Very much appreciated, makes managing/placing summons a lot easier :D Below are some thoughts I had playing the game (a mix of both feedback and suggestions, mostly just spitballing ideas lol)
  • Going along visual clarity, when I'm placing a new summon I'd like to be able to see which towers that are getting influenced by the new summon, so say I'm placing a summon, aside from what spots the summon covers, I'd like to see what other summons it would effect (refer to the image because i BUTCHERED the explanation)

  • I would love to a see some temporary summon: none that stay for the duration of a run but something to help in some specific situations (like a scouting tower that exists only to uncover some spaces, I think that would give the (i forgot the name) tower that gives points based on surrounding walls a small buff))
  •  A quick way to reset a run (this is a nitpick because it really is just pressing end round and then pressing try again but it would be nice to be able to hold R and reset a run or something along those lines)
    • possibly a round 1 free reroll? just to get back into another run quickly, I find myself needing a strong start in order to get higher year runs
  • (this is purely extra) but a summon encyclopedia would be cool, just to see all the possible options.

I'll stop yapping about random ideas, this is more in depth thoughts after playing, I may make another one focused specifically on summons. Either way, looking forward to more updates! :D

Really creative idea! The idea of an interaction being tied to a limited resource is super interesting (and the fact said resource can be different types is so cool). Aesthetically I really like the visual and the audio, and the story is super interesting. I'm very excited to see it's development :D

I love how the game feels and looks! Really does remind me of the old Zelda games, it just feels so polished all around. The sword felt really nice, the boss fight at the end felt like a nice summary of the build up, and the sound design/music really hit home that Zelda feel. Amazing work :D

This game is so cozy and chill, I can easily imagine a more developed game with more visuals and maybe even a story, either way this scratches the photographer part of my brain :D

I really like the switching between 2D and 3D, and the platforming mechanics are very fun :D I do wish there was more of the hijacking (also ominous a** ending) and more gameplay, but other than that very fun! I really like how it looks and I liked the story.

Overall, a really fun game! The gimmick was fun to play with, and the platforming felt very good. As well, the game itself just looks super polished, and the messaging behind the game is super well thought out, I think you did an amazing job with it. My only gripe is the golems, in the sense they just felt super inconsistent and really hard to play around (especially with the bullets). Sometimes when I felt i was big enough (and saw the stress particles) I'd still die when rolling over them, or the golem would rapidly start firing giving very little chance to grow enough to guarantee it. I do like the idea of the golem and for what it's worth, it does add difficulty to the game and fits in, I just think it's very hard to play around with it especially with the growing and melting

Aesthetically, it's really good, and I really like the messaging and theme of procrastination. You nailed the visuals and the ambience, the sound design was really well made and the uncanny low poly feel definitely reminds of good analogue horror videos. Admittedly, I'm horrible with horror and would love a "soft jumpscare" option because I wanna play through it (because again, I like the messaging behind it), however I am a personified baby and honestly that suggestion is solely just for that LOL. But I really like the idea, it's very well made, maybe I can get a friend to play through it. (Also, a tutorial would be nice because I did not know the switches locked the doors until I read it in another comment, but that was already mentioned). Overall, amazing game :D

Sorting game x "Papers, Please," very fun :D I liked how it slowly stacked more rules but it still felt manageable by the end. My main gripe is that it feels clunky to move the boxes, in the sense my mind thinks there would be a bit of momentum after, or could tip into the bins if I barely missed them. I got used to it at the end but it still felt very awkward to try and sort them quickly, As well as the I think the layering of multiple boxes be ordered from oldest to newest (oldest being ontop of the other ones), I think it'd help with the pacing as players will keep mental notes of the next oldest box of where it should go, compared to being cut off when a box lands over it.

What a lovely and cute game! I enjoyed every bit of it, the artstyle is very nice, and all of the minigames are well put together :D I'm happy I got to give Vector a hit too lol, amazing work <3

First off: I love this game in it's entirety, I'm a sucker for escape room/puzzle solving-esque games and this absolutely killed it. The creativity for each bomb was very well done, I liked each puzzle DESPITE how hard some of them are, and the constant pressure of both the timer and the other timer-based bombs (alarm and monkey) definitely did their job (i mean you got me pulling out ms paint keep track of the clues so y'know its a good puzzle game). The story as well, I did not think there would be an elaborate story but it was very well executed, I love both endings and how you can spend the time to look for clues for the second ending. Visually too, very well done, my only criticism is maybe adding subtitles for those that are hard of hearing, and obviously more content BUT for a 10 day game jam, so well done. I'm very happy I spent the time to figure out all the bombs, and I agree with Pixel Monsoon that this game should be showed off more, it is really good :D

I really enjoyed playing this! I love the progression and it feels really nice to play, feels like a procrastination focused version of Ultrakill (well, atleast with the movement and shooting). Movement felt very rewarding and the unique enemies were really fun to encounter, and the power ups felt appropriate for the game. I appreciate the ability to change the keybinds, however I don't think they worked (I changed my slap to a side button and still had to use Q), and I would've liked a crosshair just so I had a better idea of where I was throwing my pens. Also, it heal from the slap felt very underwhelming, and I'd like an EXP bar for some visual feedback (and some music would be nice but I figured that didn't come in due to time)

Overall, really fun game I loved playing it and would to love to play a more polished verison later :D

Really cute game! I love the aesthetic, and each scene had a very nice charm to it! I would love a little more feedback when reeling in fish, as well as understanding what the bar on the left means (I think it's fuel?? I have no clue lol), and maybe have a description of what fuel does. Overall, a fun game that's very charming :D

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I really like the idea, the metaness of the dialogue added a lot to the simplistic gameplay. I enjoyed the little banter between the bad guy and the dev (from what i was able to gather, if not that then the dialogue was just fun to read). I got wayyyy too invested trying to start the car but I would love a little more movement options and/or a map because I got lost a few times (also the map would have lines of pixels tear through?  or atleast you could see where each tile was separated but that's a little bit of a nitpick). 

On a lighter note why the f**k is there an option to hide you scared me half to death thinking it was gonna turn into a horror game XD

Overall, really cool game :D

I like the idea, I think it's very simple but enjoyable. I think it would be nice for a little more than just pressing spacebar, which can also give more purpose to brakes since I didn't really see any need to buy brakes. The dialogue was funny, and I liked the music changing based on how fast you were going. 

Woah alchemy + Overcooked, I really like the unique take on this type of game! It's very fun, once you figure out the controls I can see myself sinking hours into more levels (or if you take it in a more roguelike aspect, either way still very fun). As others have said, a more in-depth tutorial where maybe the game guides you through a first potion, and/or maybe button indicators when your at the station (ex: an E key shows up if you're near the cutting board) just for more clarity, as well as images for the boxes since at the beginning I was very confused where to get the ingredients.

Overall, the game is really good and mostly just lacks clarity, I'd be excited to see/hear more if you guys intend to update it :D (Also, multiplayer would be sick)

Really fun! Visually the game was very well made, the pixel art and the sprites are very nice :D It felt a little overwhelming at times and I couldn't really keep track what was happening but I think the game falls well into that chaos (I think a setting to turn off the motion blur/trails would be nice and help with the overload of visuals). I really like the battling mechanic, it turns a game that feels like a schmup into a completely unique game, and it's very fun (I really liked the boss fight, even though it mirrored the previous stages I think it felt so unique just because it was a bossfight + unique mechanic)


Overall, really well made! :D

Really amazing game! I can definitely see/feel the inspiration from Celeste, and in general it feels pretty good! I think the wall jumping was a little hard and there were times where the dash felt a little underwhelming where it was hard

to perform certain things (though this might be muscle memory from playing Celeste). I'm honestly surprised how much content there was for a 10 day jam, a lot of levels that each slowly built on top of each other!

Some things I would've liked to see is a way to preview the level or a little more indicators on where I was meant to go, a lot of the time I felt like I had to blindly dash/jump and I'd get hit by a spike. As well, at least for keyboard players, to be able to mess with the controls because it started to feel a little unnatural having to do WASD and J and Space (the controls themselves aren't bad, I just would like to be able to switch then into something I'm more familiar with)

Overall, really well made game! I very much enjoyed beating through it :D

Overall I think it's a very fun and unique idea on a roguelike and auto battler! I think figuring out how the game works and maintaing my little knight was a little overwhelming at first (even after reading the tutorial,) and like many others would appreciate some more visual feedback on moving around the cards. It was a little frustrating that I couldn't neccesarily dictate the timing of my cards so (for example) if an enemy was about to approach and I had a block up, I'd still have to wait for the cooldown and end up getting hit regardless. I'm excited to see if you choose to expand on this game, would love to come back to a more polished version!


Oh and aesthetically very nice :D Very well done!

I like the aesthetics and the simple minigames, a little music would've been nice I honestly thought it was gonna turn into a horror game at some point LOL. Very simple game, I like it :D

I like the fusion of the two games! I would've liked a replay/restart button so I didn't have to close out the game every time to do another puzzle, but overall very fun :D

Very fun! The narrative of the whole game is super meta and it has a really nice message :D The VA was unexpected but a welcome addition to the story, and the boss fight at the end was very rewarding (a little hard to understand what you had to do but I started to get a hang of it).

I love the art style! It's very cute, and I loved the soundtrack (if only the music looped work :sob:), and the game itself was very fun to play! The physics seemed very punished for wanting to go fast, I wouldn't mind it being a little more reactive/not as floaty but that might be from inexperience of marble-like games. In addition, making the camera to be turned with mouse or arrow keys would be a nice addition, especially for levels where it isn't as straight forward as going in one direction. Granted, the level design was simple where it wasn't a big issue, but it would still be nice to be able to see the section up ahead. Overall, really fun game! :D

I love the way you turned winging it into a game, both in a literal and thematic sense. The artstyle looks amazing and it genuinely does feel like something I'd find a N64 cartridge, there's a certain nostalgic feel to it. The progression felt well paced and I enjoyed flying around, though there were a few times where small movements in my mouse would result in the camera whipping around a lot more than I intended though that might just be a browser thing. I could definitely see this being developed into a full game with unique levels, overall amazing job and it's very fun :D

I like the IT messages, very fun and silly. The gambling was a little hard to actual win and have a long run however I might just be bad to gambling LMAO, but definitely wouldn't mind more matching options and/or something on display so I know (how close I lost). Nonetheless, very fun and I like the retro aesthetic :D

Y'know I told myself I'd only spend like a few minutes and then I ended up doing like 7 more runs over the span of an hour. The game concept is super cool and I really like the amount of depth and strategy that is involved with a long run (I managed to get a PB of Year 8), and I love the diversity and different types of approaches to any one run. I think the difficulty rate definitely felt harsh and it's very luck dependent even with a mana focus build or a coin focus build. I also wouldn't mind an option to destroy certain units (like another option in the random set that you get per ponder) to add more possibilities of switching out weaker summons/traps for ones that serve more than one purpose (I'm mostly thinking of mushrooms surrounding things like chests, those could be exchanged for better things)
Overall, amazing game and one of the few from this jam I'm gonna be routinely playing, if it ever gets updated I'd love to know :D

I feel like I just went through a fever dream, the plot was so confusing that it made it really interesting and captivating because what do you mean my farmer is now having an existential because the dev of his world failed to fix the bugs/glitches, also, why does he have shotgun all of a sudden (favorite feature btw). I think the idea is very interesting and they you portrayed it was so chaotic I think it fit the overall idea.

In a more serious critique, I felt very lost on what I was meant to do near the beginning, there wasn't a lot of instruction on how to farm or what my objective was for the first part of the game, a lot of it was button mashing and somehow finding out that pressing E on my farm land plants crops. During the platforming sections, it felt very punishing and it felt almost required to exploit the janky platforming to wall jump and climb up the walls, which in itself felt very inconsistent (if that was intended). The spike hitboxes were a lot bigger than displayed, and I felt like it was overly tight for little reason. Also, I did not enjoy having to do a platforming section if I wanted to switch between the farm and the main town area place. 

Bonus points for the rainbow cow.

Overall, an interesting game :D Very creative  

It screams Papa's Noodleria, in all the best ways. It's a very cute and charming game, I love the cooking mechanics and being able to experiment with the different ingredients is very fun. Also, I hate the turtles, they hated every dish I made (assuming the green things are turtles, which, if they are not, my apologies to the general turtle population). Jokes aside, this is a very fun game and I could see myself investing too much time making burnt squid on noodles.

To be completely honest, a little underwhelming. I think I can see the vision of what the game intends on being, however I think it felt a little lackluster (possibly due to no clear story or any direction) I think with a lot more polish I could see a very cute/cozy game similar to a Little to the Left or games of that such :D