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I_AM_STUPID

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A member registered Feb 08, 2025 · View creator page →

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Update: I did revisit the game:)

Thanks for playing!

I think I would refine the idea over the break of the jam(and maybe R2 if I somehow could make it)

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Thanks for playing:)

The mouse bounding box was mostly a prototype implementation as I didn't have much time to figure out things. However, I think I would make it so the item automatically centers upon clicking. The items are pretty buggy as it stands, but if it keeps the chaos of the game, I might just leave it. Hopefully...just hopefully I can be in R2.

Combination wise, I think it could vary a lot by method of counting. I had about 2.7 million combinations if I can only use each item once(I think). However, there could be more if I count item reuses... Your comment led to me calculating combinations in a car two days ago, haha.

Thanks for playing!

The fans were definitely really chaotic as it stands right now, and I do not plan to make much changes from that chaos. I'm glad you enjoyed it:)

Thanks for playing:) Hopefully I can add more items and stir up more chaos!

Thanks for playing!

My previous idea was to make short levels focused on some sort of mechanic expression; however, your idea gave me a new inspiration. I would probably test out both and see how it goes:)

Thanks for playing:)

I think for later equipments, I would definitely implement more combinations and more parts!

Thanks for playing! 

It was my first time using UI panels, so I didn't figure out how to lock horizontal scrolling... I would definitely try later though. Thanks for the comment pointing out the error. 

I loved your player character:) (Also: You have made one of the only useful combinations in the game as fan & stopper combo was something I plan to add in levels for player to utilize)

Thanks again!

Thanks for playing! 

I initially designed it to be some sort of silly little game--so I added a player face for a small little addition. I am glad you liked it:)

Thanks for playing:)

For the manual & automatic controls, I planned a system where the player has to attach some of the automatic controls in some levels, raising the difficulty in a way. I think the balancing is definitely going to be an issue, but I will see if I get to round 2... Thank you for the compliments, I'm glad that my simple testing ground would work:) With more time, I think all I would do is to make all the equipments first, then worry about the game itself(so the project wouldn't be that much better even if i had a while). 

Thank you so much for the detailed suggestions! The battery recharge idea was really creative: I think I would implement the recharging on surface. For auto-rotation and opacity, I would definitely try to make this idea in game, as well. Current rotation system was definitely not perfectly implemented and was confusing for some players.

Thank you again for such a detailed review!

Thanks for playing! My starting time was from lots of procrastination... Im glad I delivered something playable:)

Oh wait... I knew about this mechanic from your prototype on the server but never remembered to use it, haha. It was a great idea(Although I don't know how it works), and I will definitely try the mechanic later. Nonetheless, safe to say that you are currently at the top of my ranking:)

Felt really interesting to play: a text-adventure that shapes up the actual battle was a great idea.

I loved the theme---the color choices, artwork, and aesthetics are all great. The options came with great storytelling, and detailed descriptions. Loved reading the story of my character as my ship loses every piece of armor, haha.

One thing I noticed in the final ship phase was that it lagged for a bit on my laptop while switching scenes. I think providing a small transition there could be great. However, that's purely on my hardware issue.

Great job!

Very interesting concept and a well-constructed customizer with so many different options!

The system itself was great, utilizing vertices and lines was a great idea for a customizer drawing board. It made the ship have a techy vibe, which I liked. The items themselves are great and I am glad to see so many of them.

One thing I want to point out is that some of the texts are a bit clustered on the screen---I think that making a tutorial system would be better than having the player read all the text. 

Great job!

Cute customizer:) Seeing my character turn into a real plush was a nice surprise.

The overall visual style is great, the arms and legs having lots of choices. the 2D-3D art was a nice addition, and the final animation is well-done. Overall a nice game. I created a lot of goofy little guys, haha.

Nothing to complain about. Maybe the game could turn into a toy store customizer--why hadn't they made something like this already!

Great job!

Really interesting combat system and overall idea!

The combat system felt really polished and smooth. The customizations had lots of good visual changes and creative stat changes. It is definitely a system that can be expanded upon. Everything works great:)

One small thing I would like to see is somewhat of the actual conversation process in the future. It's definitely hard to do, but I think doing it in future rounds could make an interesting addition.

Great job!

What a great concept:) The idea is amazing, and the execution was great as well. The brush is really satisfying.


Overall a really polished game. The humor part of it is entirely up to the player base--which usually does not disappoint. I am seeing a lot of peak creations here.  I did try out many of the different features before I straight up settled on 100% brush mode. This shows I am really not an artist... However, I had a lot of fun.

One small addition could be the backstory playing a part in this. It could be formatted in a newspaper kind of way? However, this is just a small part and doesn't affect the actual customization system.

Great job! (attached is John Blob)

Very fun and polished:) Loved the visual theme of the game.

With a more simplistic visuals you managed to add lots of great polishing. I loved the detailed rock shapes and the effects feedbacks on combat. Overall it was a very well-constructed game. In addition, the movement system felt interestingly realistic for a tank. giving a fair degree of difficulty creatively added.

As for customizations, there wasn't much of a focus to it. Although it is a bit of a hindsight, changing the tank's colour or shape could benefit. However, with the current customizations, many great mechanics were added!

Great job!

Genuinely, I believe that you have a pretty good chance of advancing to round 2. We can consider the raw-score conversion, which gives a disadvantage to devs below the median line. I think that your game is very solid and have a lot of content---I would put your game in the qualification zone easily. Personally, my ratings are mostly 4-5 stars, with the easy-to-customize being a bit lower. It did sum up to the top half of my current rating list, however. Therefore, I believe you would pass :)

Great atmosphere created. The combination of the voice acting, the light set-up, and the visual theme really enhanced the feel of the game.

I loved the voice acting playing an interesting part of the story. It felt immersive and responsive with my customizations. I am really invested in the game's story now. As for the customizations, they have a great amount of variety and has solid visuals to pair up with it. Not much to complain, since it feels like a polished game already.

Great job!

What a great controller. It would be great for a silly/fun game. I love attaching V12s to my little car:)

I really loved the physics system, the car felt difficult but fun to control. The customizations are great as well, giving a mario-kart feel with more impactful items. I wasn't able to drive great but I had a lot of fun.

One thing I would like to see is maybe some indications on the type of the items I am going to get. Currently, it feels a bit out of control on what I can customize.

Great job!

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Totally unexpected vibe from the title page--my expectations of this game was shattered. 

I really wish that this project would be continued on--It felt like such an interesting concept and story. I wish to see what happens next. In terms of the customizations, everything flows together quite smoothly. I really like the 3D models created, having a really clean pixel theme.

One thing I would like to see is the interaction between players--the previous player could give clues / customizations to the next player. I had this idea when the game dialogue mentioned player transition, although I don't know how would it be accomplished...

Great job!

Amazing concept and a great take on the theme:)

I was initially wandering around with no goal of what to do; however, I understood my goal when I got into the mouse maze. The two world felt interconnected and therefore interactive, giving a great experience. I can definitely see lots of expansions: maybe the real world will come with the challenges to retrieve keys found in the mouse world, maybe the two worlds could collide...

One small thing I want to point out is that there's not much of an indication to interact. It took me a bit to figure out what to do; Giving a text floating on the items and the inventory could help.

Great job!

If you put me staring at the theme screen for 2 weeks, I could not have thought of this idea.

The main mechanic is brilliant. Customization directly ties to player controls, and I can figure out how the customization work quite well. This could definitely be implemented in a cool puzzle game setting. The polishing and artwork was simple yet good, giving this a pretty satisfying experience.

Hopefully this can be expanded---in my mind, the player could potentially enter a maze of some sorts? with every wall being a colour changing the player's controls.

Great job!

The customization system gave me so much freedom---it is basically just an art canvas integrated to a customization system(Which I am surprised that you implemented it this well).

The customizations themselves are great--the different brushes and the colour slider gave me a lot of options. Definitely one of the customizers with the most player potential.

However, even when I followed the engine placement guide, I still could not get the engine out to be placed. Therefore, for the rest of the game, I had to watch the video. However, I rated it purely on the customization system, so no deductions there(since it's also probably my fault)

Great job!

What a great experience! It was very refreshing seeing this concept, and definitely one of the most creative.

I loved the skin-taking mechanic. It was a bit hard to understand at first as I thought I have to slice the corpse instead of circling it. However, everything flows nicely otherwise. I especially like how you created distinct characters, not just recolours of each other.

I think the game could benefit a bit with some control refactors: scroll wheel for the scaling is great; however, leaving the right mouse for rotation and giving only one direction slowed down customization by a bit. Maybe giving some of these actions to the keyboard could help? 

Great job!

What a great concept. Integrating customization system in a satisfying strategy game was a genius idea.

Initially, I misunderstood the game system by a little bit and I was just choosing randomly. However, once I realized how the abilities stack up, it became a very satisfying experience. Gameplay, polishing, and visuals are all well done. I would definitely revisit the game for a higher score, since my current strategy is just to specialize in one part of the buffs. 

My best run was specializing in 1 item which reapplys dices of 4-6 and straight up added 2 more that does the same thing. Then, I added a x3 on dices of 4-6 and doubled my previous ones. I did I ended up barely reaching the leaderboard with a name I would say is a bit.... uhhh...... just look at the image down below. Gonna be happy with my #10th for now.

One thing I want to say is that for some of the combinations, lots of it is based off dice rolling luck. I might have overlooked this function, but if the game can roll dice and check automatically, that would be great.

Great job!


I love how this game feels! The system fits into a nice visual theme.

I like how the customization system is separated into parts: the customization, lab, and expedition system works well together and complement each other. The customizations itself affects the gameplay directly, being really effective and impactful. It was really enjoyable:)

I think that expedition system could be expanded a bit further into its own little part. Currently, not much challenge is given to the player to find new discoveries. However, in the context of a game jam, it is really convenient. My thought could be a dodging minigame where getting hit increases the timer.

Great job!

Very cute and smooth animations and visuals!

Really enjoyed this system. The visuals are incredible, and the closet system works together well. The animation added a really nice touch to the system as well. I am impressed how many unique visuals are there:)

One small thing that I would point out is that some of the items could have a bit of layer issues. The cloak is a bit buggy as it goes over some of the already-equipped items. However, the visuals doesn't get affected much and it's still great.

Great job!

Extremely well polished entry:)

The customization system was integrated well into the game itself, giving player choices actively during the pause menu. It is simple yet really effective. I love how the game looks and feels as well--the pixel art style was amazing.

One small thing that I would like to point out (which was a nice little addition) was how the player doesn't reset all the progress upon death. It works very well in game jam settings, where people doesn't have much time to rate each game. Thank you!

Great job!

Very cool and polished game! The card mechanic tied to health is brilliant. I only managed 3:05 at my best run after a couple of 1-minute long runs...

It was interesting thinking about rearranging my cards around. I realized that card slots matter when I got "Player now gets red hair" customization, haha. This main mechanic was great. I wish to see this game (and the character) to be developed further.

One thing I would like to see is that I can move the old cards around when new cards come in. I understand that it is probably a strategic choice I have to make on my positons; however, I think that would make the player have more control over themselves in general. (This part is purely personal opinion)

Great job!

This was very fun and satisfying to try out:)

The subtle effects when placing & modifying items was great, giving a very satisfying experience. The customizer itself felt complete---it has lots of functions, making countless possibilities.  The artwork & stickers have great silly vibes to it.

One small thing is that I couldn't find scaling in my playthrough. The game provided lots of stickers + objects; however, I think scaling could work so that each object/sticker has three different sizes to keep the pixel scale. However, it is just the first round of the jam and it has a lot of artwork already!

Great job! (Attached the family of little goobers I made)

What a great system. It's a great idea for a fps game, and I was happy to see the demonstration of it.

The limb-modifying mechanic is one of the most creative mechanic I have seen so far. It seems like the current system handles it quite well. It is an amazing prototype, having so much potential for publishing. I know you currently have 2 projects in the works, but I would be happy to see more from this project if I could as well. 

Great job!

Really cool silly game with lots of great animations and transitions:)

It felt really satisfying customizing the character, and the customization system was done quite well. The ending animation was goofy and fun.

Everything worked together pretty nicely. I would say to add an indication for double jumping; however, it is supposed to just be a customizer, and it's not that big of an issue. The game flows very well.

Great job:)

Great game altogether!

Really enjoyed the entry. The ai felt real--extremely smooth system, I loved how the smaller fishes tend to move in packs. It created a challenging and enjoyable experience. One other small thing I liked was the background(and the art in general), creating a great theme for the game.

The customization system was a bit confusing at first with the symmetrical system; however, it was pretty well made in general and I quickly got the hang of it.

Great job:)

Wow, what a great atmosphere.

Really enjoyed the customization system--fits the game's themes with so many customizations. The reverse-dungeon concept is also refreshingly unique and lays down a great base for the game. 

Super impressed about the polishing of the game as well. The UI, game phase, and customization was all very polished. Felt like a complete published game already.

Great job!

Thanks for playing!

The rotation ability was W/D or Left - Right arrows. Sorry I didn't have time to implement a proper tutorial--finals week and all, haha.  I would take inspiration from the angry birds idea!

Thanks again:)

Thanks for playing:)

I am planning to add some sort of platformer system if I kept working on this project. The battery replenishing idea was what I thought of initially, but I didn't have enough time to implement it. The battery regenerator was a great idea--I am now thinking of a light-driven battery that would regenerate battery by facing the player to in-game lights. Thanks for the inspiration!

Thanks again:)

Thanks for playing!

The attachment system works when the mouse is on the player body itself. Rotation of attachments is by W/D and left and right arrow. I didn't have time to create a proper tutorial, sorry for that

The scroll boxes was most of the things I didn't manage to fit into the game(since I started on Jan 12th...). If fully implemented, it would have player face selection, item colour selection...

The music was basically just put there to be there for now. It's going to be a silly game about janky robot physics anyways:) 

Thanks again:)

Thanks for playing!

The skill points system was pretty simple be honest, and I fear there could be some balancing issues. I'm glad you liked it though!