Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Silkpop

22
Posts
1
Followers
1
Following
A member registered Aug 09, 2025 · View creator page →

Creator of

Recent community posts

(1 edit)

I always appreciate a good Dig Dug-like. This is a really polished submission that shows a lot of potential, especially with how you used the different dig shapes/patterns as power-ups and tied the fuel consumption to the countdown theme.

I do think the balancing could use a bit of work. With all these power-ups, a larger, infinite generated level would fit the gameplay perfectly. Adding more hazards would also give the special movement mechanics more purpose like things you could avoid with less fuel usage than digging normally, this way you gotta actively count ahead and know for certain where you land. For instance, a worm entity attacking vertically from below would force players to use the side-step, or a horizontal worm could give us a real reason to use the dash. Right now, there isn't much need to use those moves aside from the coolness factor.

Also, despite my previous suggestion of forcing the player to actively count ahead tiles, a nice quality-of-life feature would still be highlighting the projected path when hovering over the special moves so you know exactly where you'll end up.

Nonetheless, despite the extra polish and work that game design loop would need, this submission still shows your vision, and those are all things that can easily be added post-jam. Great work!

(1 edit)

Very clever implementation of the movement-linked counter, the double step adds some really nice complexity to the puzzles.

For me the solid tiles and walkable tiles are a bit too similar in color (level 6 I think). I play on a low-nit IPS LCD screen and had to take a screenshot and crank up the brightness just to figure out why my character was hitting invisible walls.

Still, a fantastic puzzle game (I made a movement-counter game for my jam entry too, so it's really cool seeing your take on it)

Very funny premise and a polished, bite-sized game! It's cool seeing how other submissions handled this idea. I also tied the movement to a counter, but went in a totally different direction (our character doesn't need to pee :D).

(3 edits)

Best jam game I've played so far, kudos! The art, cute character designs, and music are all fantastic.

I love the puzzle mechanics and how you used the countdown theme to force character swaps every 5 seconds. It's a great spin on the genre. It can get a bit tedious waiting for the timer to tick down so you can control the other character, specially if you make a mistake and need to backtrack. To keep the theme but fix the waiting, maybe you could add a "fast-forward" button that just speeds the timer up when we are waiting for the next swap? (but still that would be the same idea as swapping with a button just with a short delay), but again, this is a very good implementation of the countdown theme even with that issue.

Also, I encountered a bug where both characters would move and turn to stone simultaneously, which required a few restarts to fix.

All these aside, this is something I'd actually buy. Amazing job!

This has such a colorful presentation, and the music is fantastic (I would honestly listen to it outside of the game).

I did run into some issues, though. I couldn't get the aiming or the ball mechanics to work at all (I'm using mouse and keyboard), and I was expecting the ball to roll up props Katamari-style which I couldn't manage to do that. I noticed on your page that you ran out of time for a lot of tweaks and features for the jam submission.

I'll be checking back post-jam to see the updates. I really hope you get to finish your vision. Nonetheless, great job!

(1 edit)

This is an absolutely fun game. The core gameplay is really solid, I made it all the way to wave 25.

My only piece of feedback is that the countdown theme could have been integrated a bit deeper. I noticed that the second frog explodes when its timer runs out, which is an awesome mechanic, expanding that idea so that more frogs have unique effects when their countdowns hit zero would be great, like a "last stand" where they shoot faster, or having the ice frogs freeze enemies around them when they expire.

I also think some more visual feedback could help understanding when we're taking damage or when the lily is about to expire, and also the balance could use some tweaks. Still, a fantastic submission. I really enjoyed this.

It's a flex that you built this in Rust/Geng. The game is very well made, and the main planet looks absolutely lovely.

My only real gripe is that the connection to the countdown theme feels a bit loose. Since it's just tied to a timer before the satellites launch, you don't really interact with it, also wish there were more stakes or a management aspect tied to allowing a lot of satellites in orbit. It’s also quite short, but what is there is honestly great. Still, an incredibly solid technical achievement and a fun clicker.

Nonetheless, enjoy my 1000 satellite masterpiece (browser was chugging)

(1 edit)

Such a beautifully made game, great job to you and your team. The mini-games and overall game feel are excellent, and tying the player's speed and health to the timer is a neat concept.

Though the speed decrease feels more like a frustrating penalty rather than an engaging mechanic. I know doing minigames restores your time/health/speed, but if you drop too low, it creates a "death spiral". By the time you hit the last 10 seconds, you are so slow that if you aren't already right next to a minigame, you simply can't move to one. It basically means the timer effectively ends at 10 seconds, not 0.

I also encountered a bug during the Rat King fight: there was no debris left during the cog cleanup minigame, but the minigame didn't end so I got stuck. next time I did not encounter it.

Also sometimes I just got stuck on the level geometry, maybe the top down movement needs a bit of polish.

Nonetheless, amazing job, pulling a game this beautiful requires a lot of coordination with that team size, I really enjoyed the game and finished it, really great work overall.

I really love the idea behind this, the background is lovely as well as the art in general and I finished it!. As for the gameplay, most of the time I felt like I was mostly at the mercy of the physics to proceed, getting through a lot of the physics sections just boils down to spamming space and hoping for the best:

  • Sometimes I got stuck on the floor when re-entering the floor from the water, like my character was getting caught on a tiny pixel edge. 
  • Also Fighting against the fans, for example, feels less about strategy and more about mashing the time-stop and praying the momentum lets you through this time (with the placed mucus).

It’s a great concept with the time-stopping and resource management, it just needs some polish on the collisions and physics interactions, maybe more momentum after letting go ? stepping off the mucus quickly kills that.

(1 edit)

Oh gotcha, I totally missed that you could hold Z to fast forward.

When I mentioned skipping, I just meant skipping the end-level counting sequence entirely once the puzzle is properly solved. It'd be nice to just jump straight to the next stage, Kind of like in Angry Birds, as soon as you kill the last pig, a skip button pops up so you don't have to sit there at the mercy of the physics engine waiting for the last bird to stop moving to proceed to the end screen.

But honestly, the fast-forward button basically solves that issue anyway. Thanks for the heads up and the reply.

Such a good implementation of the countdown theme, amazing job! Although the game would really benefit from a skip button at the end of the stage (or a fast forward mode).

(1 edit)

Your vision of using a parachute and placing fans to rise is really great, but the execution needs some polish. Visually, the art style felt a bit cluttered and clashy, which made things hard to read. Mechanically, wall jumping wasn't explained in the tutorial or clearly telegraphed. The controls are also quite awkward; having "G" and "P" for the fans and parachute while aiming with the mouse is tough. Mapping fans to Left Click and the parachute to Shift or Right Click would flow much better. Despite needing tweaks to the controls and level design, this is still a very impressive jam entry with a lot of potential and is something I would definitely play in the future once fully released.

(1 edit)

Having the level geometry tied to the countdown is such a refreshing idea. The liminal atmosphere alongside the sleek UI is great, and the mechanics for decompressing or delaying the map compression really fits the overall gameplay. I'm not sure if this was an issue specific to the WebGL build, but the mouse movement felt very jerky and snapped/lagged a couple of times for me (there was no Windows executable, so I couldn't test it locally). Nonetheless, it's a fantastic game!

(1 edit)

Definitely my favorite game in this jam up until now. I absolutely love the low-res pixelated chunky doodle MS paint art style, it really reminds me of old hand-drawn point-and-click PC games (Humoungous Ent), Pizza Tower, you name it. The minigames, the wizard's expressions, and the meme sound effects all add so much charm to the experience. It also fits the theme beautifully, with every mini game having a counter as well as the final countdown. I couldn't reach winter, but I absolutely loved the game.

My only issue is with the tilted perspective. The orthographic view makes the grid cells rectangular, they have a very narrow vertical space to actually click on. I kept accidentally triggering minigames while getting swarmed because it was so hard to click the right tile. Other than that small UI quirk, this is a fantastic submission.

Great take on the countdown theme! You captured that 2nd phase boss feeling really well, and turning the game into a survival round afterward is a really cool concept. 

However, I think 8-directional movement for the character would be a great addition, though I'm not sure if leaving it out was a deliberate design choice. Great work!

Very creative premise and mechanics! Having a 3-move countdown on each TNT is a super clever way to integrate the theme. I was a bit confused on levels 5, 6, and 9, though, I was able to finish them without ever using some of the gimmicks present, like the jump pads on top of 5, etc. so I'm not sure if I accidentally cheesed those tutorial levels or if they were meant to be decoys. Either way, levels 7 and 15 were definitely my favorites. Awesome work overall!

Great spin on Nim. Amazing art, too. Solid submission!

Such a clever and unique concept. Juggling all those minigames at once definitely overwhelmed me! Great submission.

(1 edit)

Such an awesome usage of the countdown theme! Tying your ammo to how long you wind the egg timer is brilliant, and the isekai presentation is very charming and perfectly egg-xecuted :).

Once I got the hang of rotating the dial, it was all gucci. I don't know if the camera zooming in during the wind-up/reload is deliberate or not, but it narrowed the FOV quite a bit during a moment when we are already at a disadvantage of the reloading.

My only actual problem with the game was that it couldn't be fullscreened. Since we have to do a lot of dragging and rotating, I kept accidentally clicking outside the game screen and selected the game iframe accidentally couple of times, I also clicked a link once and lost my progress :(. By the way, you can enable the fullscreen button directly from your Itch page settings without needing to rebuild the game.

Overall, fantastic work!

The idea of changing your weight to solve puzzles is a fantastic concept! I did struggle a bit to understand exactly how the weight gets added to the player in every situation, though. I noticed that soaking up rainwater made me heavier, and standing near the lights (and out of water or in the sun) dried me up to make me lighter. But on the night levels, I couldn't quite figure out why I was getting heavier. Was it sweat from jumping and moving? I tried to test it but didn't quite get it. Nonetheless, this is a brilliant idea and you should definitely keep improving on it and release it someday!

A really well made (although difficult) and beautiful rhythm game, the cute art is definitely the highlight. The countdown mechanic feels a little bit tacked on since the song length already acts as a natural timer, but the core gameplay is still really fun. Great effort for the jam!

This is a really fun, short experience with an amazing concept. Took me a bit before figuring out the final solution. Our games actually share the "movement tied to a counter" mechanic, and I really respect how well you executed it here. Great submission!