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A member registered Sep 25, 2025 · View creator page →

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I really like this concept, and the art goes great with it too! I feel like the gameplay loop, while very simple, does a good job at gaining complexity and difficulty as the gameplay progresses. My only real critique here is that I had some of the longer dialog chains grow off-screen, so if I hadn't been tracking the words mentally I wouldn't have been able to tell where I was. I'm not sure if there's an end to the game, but I made it through several levels before making any mistakes and all-in-all I very much enjoyed the game! Well done.

This is a remarkably well-polished and all-in-all fun game that I found confusing, yet very simple. The controls certainly took some time to get used to, but once I got them down it was super satisfying to bounce through levels and obstacles like a pinball! I made it to level three, where I couldn't quite figure out how to get past the first set of spikes. I'm going to take some time later to try and get through all of the levels!

I really like this concept, and the art/audio work together well too! I enjoyed the puzzle aspect to the game, and I enjoyed how easy it was to trap guards in corners, though I kind of doubt that was intentional. I saw someone else also had this issue, but I did get stuck in the same guard spawning pit. I realized a little too late that I was meant to rewind out of the pit, and was stuck in there until I got bored enough to spawn so many guards the game was suffering. Other than that, I think the idea works really well and was well executed! Well done.

I'm quite terrible at this game, (The only order I completed was apparently wrong? I don't know...) but it was absolutely delightful to play and figure out. As a matter of fact, the only reason I stopped playing was because the game went out of focus and my mouse refused to lock back into the FPS camera, making the game unplayable as I was facing away from literally everything important. The only thing I would change is to add a pause menu with some tips and tricks for people like me who forgot how to make holes in things within ten seconds of being told how to. Other than that, the game has a delightful atmosphere and a unique concept that I really enjoyed! (I'll also add - the music reminded me a lot of the building music from My Sims on the Wii. It fits really well!)

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This was a super creative puzzle game that I really enjoyed! The only critique I have is that the non-movable wheel on the last level isn't actually required to solve the puzzle. I couldn't quite figure out what to do with it, and I ended up just barely squeezing past it with only the mirrors I could move. Of course, there's not harm in leaving solutions like that in levels - great job with this game! I would love to play more if you ever pursued the project further.

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This was a delightful project with a great artstyle and audio. Despite the simple concept, I did quite enjoy mashing out business jargon between flappy bird sessions. With that said, I do feel like the spin concept could use a little more fleshing out. At times, the game kind of felt like "Flappy Bird but you have to pause sometimes". That aside, this game was a lot of charm and I quite enjoyed my session!

This game has an incredible amount of swagger and charm! I really like the art and music, and I really felt like I was in a groove fighting through the casino. However, I think more feedback would be good in some places, particularly with hit feedback and learning how rolls recharge. My guess is that they charge when you land shots, but I'm not really sure? Also as someone else said, a game-over screen (perhaps with a high score or something?) would help a lot. I was a bit confused when I thought I was doing great and was suddenly back at the main menu. That aside, I love this game! Great job.

This was a delightful short-but-sweet project! I love this puzzle concept, and while it didn't take me long to get through the puzzles, I thought the progression worked very smoothly and puzzles were as enjoyable as they were challenging. The only thing I would change in its current state would be to add some SFX and to give bonus objectives for levels, such as a move or time goal. I'll also add - I never actually managed to get the game full-screen. That might be user error, but in full-screen the game still only took up the top-left corner of my screen? Regardless, fantastic job!

This is a fantastic WarioWare-esque game that instantly had me hooked with the charming art and music. I loved the detail of being able to move the handle on the menu screen as well! The only small critique I have is that on some of the "keep spinning" minigames (such as Dodge or Open Or Close) I found myself struggling to track with the handle given it was on the bottom of my screen. This, of course, could well be user error... You did a fantastic job on this, and I plan to save it so I can play again later!

It is very much luck-based - there's a tiny bit you can do to get better spins if you play for long enough, but that might just be me getting used to how the spins work after hours of iterating... Thank you for the feedback!

I know what you mean, that's a result of not landing on a solid concept until the day before the jam ended. I'm glad you enjoyed the rest, though!

Thank you! I did consider messing with the speed of the ship, (and believe it or not it's faster than it used to be) but I felt it added a layer of challenge that I liked. If I ever work on this game again, I may mess with it some more!