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SiLiKhon

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A member registered Jul 24, 2025 · View creator page →

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Oh wow, this is so satisfying that I was a bit disappointed to have reached the bottom :D can we just dig deeper? maybe there's smth else there :D

It's insane how you managed to do this in just 3 days, super cool!

If you're looking to develop this further, I think it would be a nice spin to add a little platforming by letting control the main character a bit (like, affect the bounce height and direction). I think it might be even more pleasing if I manage to get him to collect just the right powerups for a longer streak :)

Fun game! But very hard indeed. Also, as someone playing on laptop with touchpad, I'd appreciate having right mouse attack to be available on some key too :D

I think this has good potential! I noticed that larger enemies are slower and therefore less dangerous, which kinda motivates to not shoot them right away. But then I need fuel, so still have to shoot them. Maybe if you introduce non-enemy objects that also give fuel, that would be a fun challenge: try to shoot at that non-enemy thing without hitting a large enemy so that it doesn't split into bunch of small and dangerous ones :)

It's a bit hard to get what to do. The only thing that seemed to work was to spam the 'A' key...

Hey that's a cute game :) I love how the player has to realize that sacrificing health lets them afford one more jump. Great work!

It took some trial and error to understand what's going on, but I think the overall idea is fun and has potential!

I really loved your puzzle game! If you decide to develop it further, I'd suggest quality-of-life features like rewind and allowing to move beyond the cost counter (maybe without letting to finish the level in such state) for exploration.

Still, I had a lot of fun playing this. Great job! :)

I tried multiple times, but didn't get how to win here :D

Did I miss it, or I don't have any choices to make? The visuals are great and the atmosphere really stands out, but I got bored from not being able to influence anything (or not realizing how to do it). I think you can add choices like different dice layouts, or choose the amount you bet, etc.

Cute game :) Like everyone else, I don't see how it fits the theme :D

Also, I'd suggest making the choice int he main menu more obvious. At first I didn't even realize I chose one of the 4 games, but rather thought that one mini game was it.

Nice platforming! Only wall jumps sometimes happened when I didn't intend them (and didn't even press against the wall). Still, a lot of fun running through!

Is it even possible to finish with positive balance? :) I think the game would benefit from more checkpoints and restoring the score together with position - that would encourage me to find really ideal path through a room. Currently, when it sends me all the way back and grows the debt, I don't feel like trying to optimize my way through at all.

Thank you! ^^

Thanks for playing and for the feedback! 

Hmm, I felt the charging speed was high enough so waiting times are really short, but thanks for bringing this to my attention

My very short puzzle game (link below):

https://silikhon.itch.io/range-anxiety

Thank you so much for your kind words ^^

Nice submission ^^
The artwork is real neat! I'm not a big fan of clickers, but got enjoying this for a little while. I switched the sound off though, as it gets too repetitive. Also one thing I noticed: you can go into a negative money balance without losing (at least with one purchase).

Nice idea! Although, feels a bit too constrained to limit the amount of jumps and dashes in a platformer. I agree with other commenters that in such case you better make precise timing less important. Alternatively, you could make other kinds of purchases. For example, the player could be given choice of what sections will be in a level, with easier sections being more expensive. Or something like that :) 

Anyway, I nonetheless had fun beating your game - very well done and congrats on your first submission! ;)

Hey why does my rent double every month? Was that in the contract?! :D

Lol I spent way too much playing around with this. Currently, the winning strategy is just wait till mystery boxes are cheap, then spend all your money on them and sell whatever comes out. It feels a bit like a hack, but it's a fun hack to perform :)
Maybe you can balance the probabilities so that average profit from mystery boxes equals their price?

Looks pretty, but I also don't get what's happening :D
UI elements were so small, very hard to read.

Neat idea :)
I think the gameplay could be improved: the fact that enemies spawn at random places introduces too much stress if they end up too close, and at the same time it incurs long waiting times when nothing happens. I think just having the enemies move from outside the screen towards some location inside would fix that.
Still, very nice submission!

Good submission! I don't know if it has potential for larger scale game, but it was entertaining for the short playtime I had :) Maybe this could be a nice side mechanic to a more general strategy game?.. Like, you build and manage your village, command villagers to collect resources and produce stuff, but then those villagers actually have their everyday life problems you get to solve too.

Oh, so nice! Very clever idea and fun to play. Well done!

Thank you very much! ^^

I like how movement feels in this game! And successful jumps feel very satisfying :) Well done!

Note: there are some MIDI error messages (both in Firefox and Safari) and I didn't hear any sound.

Very fun platformig part! I got a bit lost with all the upgrades and bets though, felt like it needs better balancing to work

Oh no, I was so happy about this track haha 😂 

Thanks a lot for playing and for the feedback!

Thank you so much for your kind feedback 😊 

Thank you! :)
Some puzzles currently rely on camera position (like in the last level - you have to strategize where you put the chargers to make them available later), so adding pan as is would break these levels. But maybe if I introduce some max range for the pitstop stations it may work. Thanks for the suggestion and feedback!

Oh, no, sorry for confusion, I only tried on laptop. Just assumed it would run (as godot exports are usually ok-ish on mobile) + from the fact that there's only one input (unless I missed something)

looks broken on Firefox on macOS :'(

I managed to run on Safari though (still some weird scaling behavior with most of the screen black and game rectangle in top left corner, but playable nonetheless).

The game is fun, I had many good laughs with the questions and decision outcomes :D

Survived for 31 days, yay!

nice, very relaxing :)

Very impressive art!

BTW, you can probably make it playable on mobile phones by simply adding click/tap as additional input

Thanks a lot for the kind feedback  😊

Thanks! 😊 

The battery is spent per distance, so slowing down doesn't affect how far you can go. I guess I could add an indicator of reachable distance under current charge level...

hey, this is a cute fish game! :)

Nice game and interesting theme interpretation! Like it - I even replayed it a couple times :)

I think it could benefit from some incentive to switch colors more often - cause now I can just wait in the opposite color until all the enemies cluster at the same location and then destroy them from a distance. Maybe add some buildings that enemies are constantly attacking and that player needs to protect.

And I agree that endless mode would fit this kind of game better :)

Oh wow I enjoyed playing your game a lot! Feels somewhat like super meat boy or even Celeste :)

I think you nailed the character control - it's really pleasant to navigate this black and white world. Maybe only the wall jumps are a bit janky, but I managed to work around them haha.

In terms of level design, I'd avoid situations where player has to yolo jump into nothingness and hope for the best - I think you better show the destination platform and obstacles on screen when the player is about to jump off the last platform.

Nonetheless, really great submission, one of my favorites in this jam! 

Thanks a lot for this feedback, really appreciate it!

Wow thank you for such detailed and encouraging feedback ^^

Yeah I was surprised to learn that many ppl find these controls hard, while it's ok to others. My hypothesis is that this difference relates to two distinct categories of map readers: some prefer to rotate them, while others (myself included) prefer constant north up orientation :D that's just a guess though :)

In any case, this is really valuable as I can adjust for it in my future games, so thanks so much!

Wow that's a neat idea! Did you intend to hide the other color platforms though? I'd probably leave their shadows or some other indications of where they are for smoother experience. Still, great submission!