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schmarty

19
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A member registered Mar 30, 2016 · View creator page →

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Oh right! Playing against my past and future self. That is fascinating. Gives me something to think about, haha!

Thanks for playing and the detailed review! I absolutely know what you mean about the grind, haha.

Really appreciate the feedback and encouragement. Thanks again!

Love the art! It’s a very coherent look and still legible with a lot going on. Control with the crank is very responsive and feels very cool when you get a streak going. Nice touch with slowing down time, which makes it more accessible to me, a person who is pretty bad at twitch gaming.

I only made it up to the rockets. Guess I’ll have to find time to git gud if I want to see more. :}

Congrats!

Lots to like in this one! Loved the use of the crank to “navigate” each scene, the fading on the sun/moon scene, and much more. A lovely meditation on games, gaming, and seeking out.

I was trapped in the loop until I saw the comments here. It’s ok that u crashed my Playdate. 😊

I wasn’t able to finish this but I had a lot of fun dying along the way. :D

I struggled with some things that others mentioned: shuffles with not enough (or too many) vowels, the crank seemed to move the wheel very slowly compared to the effort required, and early rounds felt harder than later rounds.

I also ran into some kind of timer bug. Sometimes rounds felt really short, other times plenty of time. Then I noticed at one point I had over 4000 seconds 😂.

This feels like the core of something fun! Congrats!

Lots of nice touches in this one. The balloon inflation / boosting have satisfying art and sound. The string is a nice touch, too. I gave up on the blowing mechanic quickly in favor of the button controls.

I found the block mode hard to understand. Things improved once I figured out there is a limited time to move a block before it crosses the dashed line. I don’t feel like I got a handle on the balloon’s “AI” in this mode, though, so I didn’t see much room for “block placement strategy”.

I am mixed on the sideways screen, but I found it downright confusing that the game over screen goes back to the “normal” Playdate orientation.

Congrats on a cool thing! You’ve given me a lot to think about, haha.

I’m also on Linux and had issues where the Playdate Simulator would not run the .pdx folder. I saw the same error as Franchovy described.

I was able to use the Simulator to upload the folder to my Playdate, though!

This one is pretty slick! Love the animations on the little beefy guy. His movement feels nicely constrained.

It took me a while to understand that the flying drills were hurting me. A wind-up animation for them would help, or maybe a hurt state for the player character.

Died on level 4 thinking “surely there will be a health upgrade around here, or a third type of enemy”, but those are just some ideas for future work.

Congrats! This is cool!

Wow, this one is slick! Love the art and sound design. I cannot resist all the cute toy references.

As others have been saying, it is tough. I managed to escape on my first go by riding on top of the claw, but seemed to run into the “gravity reset” bug described in other comments here, where I could barely move the highlighted toy.

Other than the difficulty and control tweaks mentioned already, I can’t think of anything I’d change. This is great!

Love the use of music. In my run it was perfectly timed with the first unfairly brutal barrage of rocks. 😂

Great squash and stretch and use of the eyes as direction indicator. The slime definitely ticks all the boxes for being a cute li’l guy.

Getting past ~2400 was a struggle, but the right kind of struggle, haha. I was super proud to reach the clouds (when the game abruptly ended and reset 😅).

I had a lot of fun with this one! Congrats! With the extra platform art it seems like you might have plans to take this further and I hope you do!

Cool concept! I love the idea of rotating my way up a big spiral mountain.

I tested it before reading your comment, so I was quite confused. I did get a good laugh when the character zipped off the mountain into space. 😂

I hope that you develop it further!

This is a fun way to experience a poem!

I like the tension in the act of climbing a rope with only the occasional knot to mark progress, with no end in sight. I think the content of the poem tells a different story (of ladders and forking paths) that defuses the tension a bit. Keep us hanging! (Pun intended 😂)

Nice work and congrats!

Nice game! There is a lot going on here!

At first I did not understand the mechanic of taking fall damage (I thought “don’t hesitate to falling” meant that there was no fall damage 🫣😂). Now that I understand the mechanic of managing “falls” as a resource, I like it! It adds tension.

I like the feeling of discovery in learning the rules and using new power-ups. I wasn’t able to figure out the crank mechanism, but I now see your note about it not working, so that makes sense! 😅

I found it a little too hard to get beyond room 3 in the short time I have to play today.

Congratulations and nice work!

Love the utter simplicity and clean execution. Goofy and fun. Similar to dennens, I found the crank very sensitive, going off unintentionally. I genuinely laughed each time, though, so, take that for what you will. :D

This was a lot of fun and well-executed! Loved the animation touches like the monk peeking and the “thought damage” juice.

I could definitely see this being expanded! I agree with Franchovy that a couple of small touches could make this a useful aid for real-live meditation. A subtle background animation to indicate the rising action would also be lovely.

Good stuff!

Thanks for continuing to expand this project! It’s lovely to have this kind of sandbox to explore and learn from!

Mega congrats! I got the Steam version and it runs well on a Steam Deck so far. Looking forward to seeing more of this!

Thank you for sharing the details on this. A super powerful tool!!

Congrats! Excited to experience this!!