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SpaceTuna

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A member registered Sep 21, 2025 · View creator page →

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The mechanic is very interesting—using the pong as a tool to navigate the factory creates a unique gameplay experience. The sound effects and art are also on-point. Whenever the ball collides with a wall, the bounce sound effect feels incredibly satisfying. The decorative walls do a great job enriching the environment as well. But it does leave me wondering: why am I, a chompy little creature, inside a factory? A philosophical question worth pondering.

I do wish there were more ways to retrieve the pong or move around more efficiently—maybe through a dash or sprint mechanic. It became frustrating constantly trying to chase the pong after dropping it or missing the catch and having to search for it again. I eventually ended up keeping the pong in my mouth at all times in exchange for slower movement. Because of that, I often felt like I wasn’t fully in control of the game.

Fun Suika-style mechanic. However, there’s not much differentiation between the different gear stages besides size, which was sometimes difficult for me to notice. It could help if each stage of the gears had more distinct textures, shapes, or even facial expressions/emotions to better communicate progression and make them more visually memorable.

Love the character design of the game—a cute little robot explorer that looks strong despite its small frame. I think there are several areas, in my opinion, where the game could be greatly improved. The movement feels a little awkward—there’s a small pause every time the player lands on the ground, which kills the momentum. I also wish there were clearer indications of where to go. The first gap on the left acted as a death trap, but there was no indication of that, so I had to learn through failure—which, in my opinion, is not the best way to teach the player.

There’s also a double jump mechanic that was never introduced or indicated. Again, I only discovered it after repeatedly falling into a gap. The battery icon on the bottom left could also be made clearer. I’m assuming it represents an energy meter where the player fails if it runs out and recharges at checkpoints, but the game never clearly communicates that information. 

Missile-launching simulation. It’s a very simple game where players load the missile, configure the launcher, and fire. The launch sound effect genuinely jumpscared me lol. I really like the shader style—the black materials with white outlines look very clean. One thing I wish the game had was a visible target instead of only being told numerical adjustments for the launcher. That way, players could rely more on trial and error and gradually learn how to hit the target themselves.

Side-scrolling platformer game. The movement feels amazing—I always felt in control of the character. However, it was sometimes difficult to differentiate the foreground from the background, especially when determining what had collision and what did not. I also occasionally confused decorations for interactable buttons.

The level design is very clever. Mechanics are introduced gradually, followed by a more challenging section at the end that tests what the player has learned. The collectibles also do a good job directing players toward alternative paths. One interesting way to expand the game could be experimenting with level direction. Instead of always moving to the right, there could be vertical levels that focus on upward movement while utilizing the existing mechanics and interactables.

Love the audio design—it feels energetic yet peaceful at the same time. The mechanic is fairly simple: matching as many frequencies as possible within a limited amount of time. The settings for the game is also very cleverly designed. It matches the pixel art style of the game, and I like how the buttons visibly press down on screen. One fun expansion could be adding more variations to the mechanic. Instead of always matching frequencies, there could be situations that require inverted frequencies, or obstacles that force players to control frequencies in order to dodge them.

Very interesting mechanic—recording inputs and applying them to puzzles. I can see a lot of potential in expanding on this mechanic. One issue I ran into was that when I hit record, I could only select one dot at a time. I’m not sure if that was intentional or if I misunderstood part of the mechanic.

What a lovely game. I really enjoyed the visual novel style and its discussion of the nature of humanity and machines. I struggled a little with the sections where you aim the gun at animals and put glasses on them because I thought my inputs weren’t registering since the shots weren’t firing. Overall, I’d love to see more of this project!

Thank you for the feedback! We did notice some bugs, and as of now, the major ones should be fixed. Unfortunately, we didn’t have enough time to create a tutorial, especially since the system is fairly complex. This is definitely a project worth expanding on in the future.

Thanks for playing our game! We are aware of the bug, and didn't have enough time to fix it unfortunately ;-;. If we were to come back to the game, we will definitely start with fixing that bug. 

*Spoiler Alert*






Thanks for the feedback! Glad you enjoyed the repeating aspect of the game.

For the rocking chair, the passcode corresponds to the movement. Pay attention and count how many times it rocks.