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SeeWhatSticks

58
Posts
A member registered Jun 23, 2025

Creator of

Recent community posts

The choice to make the player skip certain actions, like "teleporting" up the stairs is so stylistically slick. I love it.

Is there an extra jumping mechanic I'm missing? I literally can't get past the first sequence of jumps (to the right after you fall into the pit).

Getting sick makes anything extra challenging. You should be proud of yourself for pushing through and submitting.

Probably my favourite game in the jam, from a purely mechanical standpoint. I got a good 15 minutes out of just these two weapons!

The problem with abstract shapes is that you can project almost anything you want onto them. For example, I projected the designation "enemy" onto the grey squares spraying bullets everywhere, and spent a lot of time shooting them when apparently I didn't need to.

I liked the different enemy types, though. Thanks for submitting.

This one feels nicely responsive -- colliding with the falling words has a pleasant impact.

Your character is endearing. I wish I could figure out how to get past the first level. I travelled through time but still fall through the platforms?

Ya gotta drive crazy!

7 Clocks here... who's beating that?

I'll double-down on this sentiment. At 10 years old I didn't know enough to describe what I wanted to learn. I didn't have anyone around me who could point me in the right direction, either.
To be where you are now at 10 is amazing... keep pushing!

There's a lot to like here and I'd like another try at it. I'm stuck pretty early in... I have a fire, bow, axe, a rock and a... thing? I think the fact that I can't figure out what the thing is, is the reason I can't figure out what to do next.

Any tips?

There's potential for a lot more here -- getting ingredients from multiple timelines by night and running the restaurant by day.

Same. I just have a regular refrigerator and the only magic power it has is that the milk jug is always empty.

Too hard for this ol' fella. I've been eaten by too many dinosaurs.

Your time-rewind feature was well-implemented.

I didn't really feel like you incorporated the theme either mechanically or narratively.

You've made a quality mini-golf game and that's to be commended. You also got the time manipulation mechanic working and that's neat too.

Honestly, if you just made it so that time restarts when you take a shot, the game would probably reward a touch of planning and foresight that would make this a winner.

What does X do? What does C do? Wait... what does X do?

I couldn't catch the aliens, but I could catch lots of cactus spines in my butt.

This one felt really nice to control.

From a metaphorical standpoint, the idea of descending to go back in time is pleasing.

The design of the levels and perspective required me to make a lot of "Leaps of Faith", not knowing if there was an enemy or a long fall out of sight.

And I do wish crouch didn't act like a toggle. Resetting for the next jump feels awkward. Not awful, just awkward.

Thank you for your comment. We have been talking about taking a fresh start on this project with a view to making a finished "product". Not that we're hoping to sell it, but I think there's enough here that it deserves to be completed.

As a learning project, it was a solid choice. We now know enough to know what we don't know!

I feel drastically underpowered compared to the golem.

You folks are really on another level!

"The author's barely disguised..."

Well -- gameplay was fluid, nice variety of enemies. Theming and aesthetics on point. Thanks for making this!

I think this suits the theme just fine. Well executed concept, I'm coming back to puzzle my way through it later.

Sadly, locked up when I reached the password door/whatever.

Has some clarity issues -- would be nice if I could see the world border. I get anxiety wondering whether I'm missing something just off screen.

You postman is charming. I'd love some more context.

It still wasn't really clear to me what the movement rules were by the time I got to Level 6, which meant I was stuck.

Honestly, I think if you had leaned more into the "repeating past actions" mechanic and less into the "reflection" mechanic you would have ended up with something more satisfying, but good effort anyway.

Congratulations on getting this sort of "ghost" mechanic implemented, as it seemed like an awful headache to me.

Seems like you can only time travel once per level? Not clear if that's intended but it got me stuck!

Don't be discouraged! You're obviously motivated and I bet you learned a tonne.

It isn't clear if time shifting is working as intended (it feels like I get stuck after shifting 3-4 times).

I could not smash the barrels. Literally unplayable.

I'd love a block button, too. Other than that, a decent submission -- congratulations!

The falling and wall-jumping feel really nice, so kudos for that.

The music is perfect, I'd like to hear more!

Thanks so much for playing! Writing is an essential part of my day job so I'm gushing with pride to hear you liked it.

This was a learning project and we learned a lot. Now we're thinking about what our next jam will be.

I seem to remember something like this confusing me as a kid. Traditional games are often lying around with no instructions or context. Often we don't know whether all the components are present.

Your game gave me that vibe. It is served with a very nostalgic confusion.

Seems like a decent version of the ol' "Click Clock Wood"-type puzzle.

I didn't solve it because I kept going to the wrong season and using all my time stones, but I'll come back and beat this one when I don't have 65 more games to look at!

Fighter jets are OP.

Almost every death results in being unable to proceed.

I'm ashamed to say I got frustrated and quit.

I personally can't wait for "Rex Striker Forever"!

I like your little Viking. I wish he felt Stronker.

Maybe he needs an axe?

I seem to age up each step regardless of what I press.

I think I understand the concept and if so, it's quite neat.