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Studio Pen Dragon

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A member registered Mar 31, 2025 · View creator page →

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Huh, that's odd. I booted it up in Firefox and it worked fine. The web version of Godot/Redot has always done weird things, but I'll try to look into it. It's a Jam entry though and I don't think I'm supposed to touch it til the judging is finished

Well thats unfortunate. Havent run into that myself. What web browser are you using? Does the executable version work?

Okay, this one was pretty good. I like all the different gun options and the narrative and delivery was solid. The movement was smooth, but the shooting felt a little unresponsive at times. Death was a little too sudden and threw me off at times. Still, nicely done.

Fun, quick and charming experience. An amazing amount of polish and good art and audio behind this one. Well done.

This was really good. Simple but fun. Having to play through the same track but with the damage you caused it before made you think about more then just making it to the end. It was well polished and looked really good.

Okay, this ones pretty great. I like the basic snake premise with the extra twists you put on, and the level of polish you gave this in terms of ui and art is amazing. Well done.

I like the day and night cycle concept. Art was clean and movement was well done. Nice job.

A clever and fun idea and really good art to go with it. Just wish the overall game didn't quickly become just a matter of essentially nerd poling your way to the top. Go good job on concept and presentation, but needed more levels I think to actually experience it.

Fun concept and good visuals, but the utter randomness to the available numbers on the dice really threw me off. One run I'd have dice with reasonable numbers, next run I have a d8 that had a 21 on it... turned into just rolling that, hoping to get the 21 and win in one go. Some level of control over the numbers would help I feel, cause as it is I'd try to pick the dice to counter what my opponent picked, but I can't always tell which of his dice he chose based on the visuals given.
Still, was a fun experience. Well done.

This one took me a really long time to figure out what I was supposed to do, but felt about right once I figured it out. The asteroid formation seemed to change between different patterns each playthrough, and they ranged from manageable to darn right chaotic. Still, like how it all worked out.

Nicely done with the title. I really enjoyed this one, but was about ready to quit on the no window level until I realized I could move the candle with the mouse. Made a lot more sense after that.

Simple idea but good execution. Nice art and atmosphere.

A fun and competent clicker game. Didn't reinvent the wheel but nailed all the important points for the genre, and just the right length for a jam game. Visuals were simple but effective, though I'm not entirely sure what all was going on with them. The sound was entertaining at first but quickly just became a rapid beep and had to mute it.
Overall, well done for a game of the genre.

This was a pretty good one. Liked how the way it felt to move changed throughout the steps. Wasn't sure when each step was considered done at first, but eventually figured out the facial expressions and got it from there.
Overall a pretty pleasant experience.

Really good execution on this one. Gave just enough information to guide the player through what they need to do without holding their hand. Movement controls were a little floaty, but your emphasis was on the boomerang so that's alright.

A simple yet competent execution. Jumps were really responsive. Just needs more variety to the obstacles I feel.

Alright, this ones pretty great. Controls were a little rough at time but once you got it things come together nicely. Feels really good once you've got a long line of them and can just circle entire areas.

I'm glad you enjoyed it! The boss has certainly been causing some people trouble, but he's not too bad once you figure out the right combinations.

I ended up liking this one a lot more then I thought I would. There's definitely something gratifying about watching theme ping pong across the track at high speed.

I've seen this take a few times, but this one did things quite a bit differently and it runs very well with it. Took me a few tries to figure out they all move with you, and found myself going back and redoing some of the earlier ones to get them done faster. I liked it. Well done.

Clever and simple design. Felt really gratifying when you get a momentum going.

This was a unique idea for sure. I suck at these kinds of games, but this is really well thought out and executed. Well done!

Yeah we've been getting that a bit... Looking back, definitely something we should have done. Glad you liked it still.

I've never played Pokemon Rangers so I can't speak to the inspiration, but this is a very well done, clever little concept with well designed and diverse enemy encounters. Well done.

I completely missed that would be called a "Catfish", well played.

A simple and relaxing experience. There were several times were getting hit by enemies was just unavoidable just due to how they placed themselves, but even with those I was able to clear it. 

Very creative for something so simple. I was a little confused at first cause I thought the little yellow things were pick ups and was trying to figure out what I was doing wrong.

Neat concept and very charming art, grew very chaotic very quickly, which isn't necessarily a bad thing.

And interesting and charming idea. I enjoyed the simplicity of the art, well done. I encountered a bug though that when you build a planet, then click a resource to collect it before dragging out the planet, it doesn't let you drag the planet out unless you add another resource to the planet, which did result in a game break when I had a four resource planet on deck.

Fun concept and use of the lasso mechanic. I'd consider tightening up the controls a little as controlling your ship is really the hardest part, and the insta kill is a little over punishing considering enemies can just pop in from off screen instantly. I'd consider making a limit to how long the lasso can be, as the optimal strategy quickly became just drawing a big square and wait to close it til stuff went inside.

I enjoy the phoenix concept and enjoyed the art style. I'd consider a little less collision when hitting the walls as some of the turns were very difficult and just tapping the wall would completely turn you to the side. But overall, well done.

Glad you enjoyed it! Yeah that was the primary concept, finding the right balance of power ups to get through the level faster while also building up enough power to defeat the boss.

Thanks! Glad you enjoyed it.

Thanks! Glad you enjoyed it.

Thanks! Yeah you got it, finding the right power ups to skip sections of the stage was definitely one of the goals of the design, course I was only able to fit one real short cut in there, but there's ways to shave off a few seconds here and there with other tactics.

Thanks! Glad you enjoyed it.

Glad you enjoyed it! I was hoping to balance it in a way that defeating the boss on the first run was technically possible, even if really difficult, but that best I've been able to do personally is beating him on the 4th run, and just couldn't balance it in a way to make that possible while maintaining any real sense of challenge.

Thanks! Glad you enjoyed it. Yeah the primary challenge is finding the right combination of power ups to keep from all your runs to give you the best chance of saving time getting to the boss and successfully defeating him in time.

Glad you enjoyed it! Yeah looking back I wish I would have included a health bar on the boss to give a little more feedback to how your power ups were helping you.

Thanks! Glad you enjoyed it.