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Sundler

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A member registered Apr 18, 2022 · View creator page →

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I'm sure my game would be in your top 20?  Or top 50, right?  Right??

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I don't think anyone understands your "offer".  Also, you didn't even link to the game we're supposed to review.

Kinda hard to rate this as it's a very strange game.  I'm not sure I understood what was going on.  I spun the wheel and a chicken was spawned.  The chicken then one shot killed my character.  I tried again.  It was hard to find tickets.  I got something called a zoomie, but couldn't see what it was.  I even bought one of those along with jumpy (?) from the vendor and, again, it didn't seem like anything had changed.

There is a charm to it, particularly due to the hand drawn artwork.  But, I was clearly missing a lot.  Also, one shot kills should be avoided.

This was a fun little game with quite tricky controls.  The theme was incorporated well.  The music and sound effects were great.  I think the visuals could have been improved.  The backgrounds draw attention away from the rather simple black and white enemies.  The flashing effect doesn't really fit in with the rest of the aesthetic.

Difficulty was a bit harsh.  I died in one shot!

This didn't feel like a bullet hell.  Was that what you were going for?

There's not really anything else to say given how very simple and bare the game is.

No offence, but it's pretty mad using assembly code with no engine!

This was a fun game.  The difficulty should rise over time.  Yet you're surrounded by enemies, right from the start.

The enemies spin and you have a number called rpm, but how exactly does that tie into "spin to win"?  Instead of a dash attack, you maybe could have implemented some kind of spin attack.

Could do with more sound effects.  For example, when dash becomes available and when upgrades appear.

The visual effects could be more cohesive.  The fireball effects look nice, but doesn't quite fit in with the aesthetic for the rest of the game, for example.

I'm currently at 16, so could really do with more: https://sundle.itch.io/ring-of-risk

Just an incredible atmosphere.  Visuals and audio are top notch.  There's a tonne of content.  Nice play on the theme.  Though I did encounter bugs, as detailed by other people, so I won't repeat them.  Unfortunately, I wasn't able to finish the game, but there is a lot of potential.

It's such an underrated horror film.  The ending is particularly poignant.

A really fun game, once you get the hang of it.  It has quite a cosy feel to it.  Theme fits really well.  Nice bit of humour.  Good sound design.  You could add a timer.  I feel like the game could do with another game mechanic, like obstacles to avoid.  The game also needs more juice and visual flair.

A very beautiful cosy game.  It's highly creative and fits the theme perfectly.  The camera work is excellent, which is rare.  The music is brilliant.  Could have been more sound effects, but it's understandable if it got in the way of the music.

I did find the controls a bit tricky.  It was hard to guide the seed to where you wanted, especially when the game needed required precision movement.

An amazing entry!

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I liked the insurance mechanic.  The is very fun to play, although it does get a little rage inducing at around level 4.  The save points really help out in that regard.

Excellent level design.  Central mechanic is well implemented and fits the theme nicely.  Very creative.  I can imagine speed runners taking to this kind of game.

Good music and sound design.

My only criticism would be the visuals.  A better colour scheme is needed.  Add plenty of visual juice to the game and this could well become popular.  Just search for godot juice on youtube.

Good atmosphere and great visuals.  Good audio design.  Unique concept.  Not sure why trading pays so little and why gambling is so easy ;P

Awesome!

https://sundle.itch.io/ring-of-risk


Very amusing, silly and fun game.

Game doesn't stretch in full screen view.

My view was often blocked and the chair would get stuck a lot.  It's better to have a top down view for a game like this.

PSX style 3D game: https://sundle.itch.io/ring-of-risk


She awaits you... https://sundle.itch.io/ring-of-risk

Check my game out, if you get the chance: https://sundle.itch.io/ring-of-risk


This isn't my game, but it's an interesting spin on incrementals, albeit a rough one: https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4714901

If you get a chance, could you check mine out: https://sundle.itch.io/ring-of-risk

Got a B on my first try!

It's a fun game with a slick UI and great music.  There's not much else to say given the simple game play.  It does what it does really well and the theme fits really well.

An interesting incremental game.  It's well themed and was a lot more fun to play than it looked.  I played it for way longer than I intended to.  Game has potential, especially on mobiles.

The bar speed seemed to max out way too early at level 5.  I would round all the numbers to integer values.

I couldn't see any way of restarting the game.  Is there no menu?

The visuals are a bit rough and need some work.  Some of the text blends into the background.  Try changing the colours and adding an outline.

Music was a classic banger with a modern twist.

Also, worth adding more sound effects.

The visuals are great, as is the really cool music.  I like the character and cards designs particularly.  I really appreciated the diegetic UI.

This is an interesting mechanic, but the wheel and the cards feel completely separated from each other.  The outcome is really random.  Some turns feel so easy, but others leave you feeling like there's nothing you could have done.

This is overall a great start to what could become a cool game.  Keep at it.

The default viewport size is tiny, you can fix this in itch's game settings.  The music was good.  I feel like the game play was too simple, you could have added obstacles to avoid while slowing down the drill.  Maybe offered upgrades like a larger drill.  All in all, a fun little game, but it could be more.

Would be nice to have mouse controls.  I had to discover the controls myself as you did not state them anywhere.  

It was difficult and confusing, but I think managed to cook something.

The upgrade text is really small.  Wait, so touching an enemy even once is an instant game over?  Is that right?  On continue, no enemies show up.  I liked the music.  I didn't hear any sound effects, unfortunately.  I still had some fun playing it, but you have work to do.

A good start.

Visuals look great.  A really nice art style.  But they, along with the music, don't really fit the frenetic pace of the game.  Also, these cute cats don't make any sense.  Surely, they should be monstrous?

Game play is very difficult as the cat moves rapidly, but you spin so slowly.  You should get a time on the game over screen to see how far you got.

Game doesn't stretch when activating full screen mode.

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Is this game incomplete?  I couldn't interact with the word search puzzle.  There are no instructions.  You don't even get a list of inputs.  I spammed left click an E at the puzzle but nothing happens.  Same with the big red button.  Typing the words out also does nothing.

Do you lose if you run out of time?  If so, it should be a count down, so you know how much time you have left.  This creates anticipation and tension instead of confusion.

I wasn't a fan of a black screen with a not great intro voice over.  You should just have some image and text.  Also, the fantasy lure of the story jars with the mundane modern setting of an underground train.  It would have better to just have the player wake up on some strange platform and have environmental or subtle story telling do the work.  For example, graffiti or other messages giving the player clues.

Stories that have the player save the entire world from doom often do poorly.  It's more relatable for the player's life to be on the line.

There wasn't anything horror related that I could see.  The train and even the background sounds were so mundane.  It would have been easy to make the train environment dark, for example.

On the bright side, the technicals seem just fine.  Nothing seemed buggy.  There was no light bleeding, or clipping.  Movement was fine.  It would have looked fine, for a non-horror game.

Apologies, but I can't leave a good rating as it would be unfair on the other submissions.

The visuals look great.  The game was very dark by default.

The UI doesn't match the aesthetic.  It's too clean.  I get wanting the UI to be clear, but maybe consider a font more consistent with the rest of the game.

The camera clips through doors and walls.

The partner AI sticks too close to the player and they kept clipping into obstacles.

Maybe make talk and interact separate keys, so players don't accidentally keep entering into talk mode.

I really liked the character switching mechanic and how interactions changed based on which character was selected.

The ending definitely satisfied the sub theme and was well done.  All in all a really good game.

The glitch effect made it difficult to read some of the text on the settings screen.

The game looks good.  The atmosphere is well done.  It's kind of spoiled by the poor cover image though, which doesn't do the game's aesthetics justice.

When you interact with locked doors, there should be an audio feedback to indicate their status.  Other than that, the sound design was great.  The music really fitted the atmosphere.

You don't need to write "[E] interact", just writing "[E]" suffices.

There was minor clipping.  Some of the shiny/reflective textures seemed off to me, like they were unintentionally catching my eye.  Only interactive objects should do that.

The layout of the ship is good.  It's not so big that you need a map, but large enough for a decent amount of content.

The writing was good and creepy.  Nice twist, I guess no matter what you do, she just keeps wiping your memory to continue tormenting you.

All in all, a great game!

Thanks for the Epic generosity, but I think I'll stick with Godot.

Game just freezes up for me at the intro text.  I got the same issue with both the web version and the exe.  

There's a warning and an error:

WARNING: CuttableWire: No MeshInstance3D found to apply material override.

ERROR: Node not found: "AudioStreamPlayer" (relative to "/root/Node3D/CanvasLayer").   at: (scene/main/node.cpp:1963)   GDScript backtrace (most recent call first):       [0] @implicit_ready (res://Scripts/subtitles.gd:4)

Not sure if it helps.

Thank you for the great feedback.  It's really helpful.  I agree with what you say.  I was just playing Buckshot Roulette and even the little story and interactions in it give it so much charm.  Sometimes, it's so easy to focus so much on getting the technicals and mechanics right that you neglect the narrative and direction.

This is a relatively small jam.  You should try the larger game jams, like this one run by a major youtuber.

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Unfortunately, the jam won't let me leave a rating due to the queue system.

I would tone down on the text glitch effect.  Maybe have it as a transition effect when entering a new level.

I really liked the minimalist look.  Takes a lot to come up with a unique aesthetic.  It's like you thought what's the absolute least amount of visuals you need.  Though the doors don't exactly fit.  Maybe try to make them more abstract for consistency's sake.

I would add more ambient sfx, for example, get the creatures to make more noise.  It's an important part of horror.

I liked the unique mechanics.  I don't know exactly why, but I was reminded of playing the game, Thief.  But there, fighting guards was a bad idea, you were incentivised to be stealthy.  Personally, I think the core mechanic lends itself more to a stealth puzzle game, where you need to avoid the enemies.  This would also make it more of a horror experience, which too much combat can spoil.  Something more like Alien Isolation.  Or have enemies you can fight, but a type of enemy you have to avoid.  Or perhaps, striking an enemy temporarily incapacitates them?  You would also need to make the levels larger, as a result.

I don't know how it happened, but at one point the game lost mouse capture and I couldn't turn properly.  I tried clicking on the viewport, but the mouse wasn't recaptured.  I kept getting some backtrace error at res://Scripts/sacrifice_sight.gd:34: Condition "!is_inside_tree()" is true. Returning: Transform3D().  You might wanna check that line of code.  When I hit escape, the game paused, but I couldn't unpause it, so had to refresh.  Might be linked to the game losing mouse capture. Try giving players a full screen option, that might help avoid the issue completely.

Itch already has comics, so why not add audiobooks/podcasts?  They're very popular, but no where near as bandwidth heavy as videos.

Do some tutorials first, if you're a beginner.  I highly recommend Brackey's Godot tutorials.

It would be nice if you could review my game in return.

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Creepy atmosphere.  The sound design was great.  

I might have missed the death game theme aspect.

The game froze up near the "is that me" message, when you come across your body.  There was a lot of clipping.  I even fell off the map near the table in the upstairs room.

You should let the player use left/right click instead of f/p.  Also, the title/menu screen looks so bland compared to the rest of the game.  That's an easy fix.